TEXT: Dungeon Module ASE1
  Anomalous Subsurface Environment
  ASE1
  City of Denethix and Dungeon Level 1
  by Patrick Wetmore
  AN ADVENTURE FOR CHARACTER LEVELS 1­2
  FOR BASIC AND
  ADVANCED EDITIONS
  © 2011 Patrick Wetmore
  HenchmanAbuse
  Illustrated by Brian "Glad" Thomas and Andy "ATOM" Taylor
  Put those dark elves back in their box and get your gonzo on! Riches, glory, and super­science await the bold and the clever in the
  deep places under the ground. This module describes the dinosaur­ and wizard­infested future of the Earth, the city of Denethix, and
  the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment.
  
  Dungeon Module ASE1 
  Anomalous Subsurface Environment 
   
  City of Denethix and Dungeon Level 1 
  by Patrick Wetmore 
  AN ADVENTURE FOR CHARACTER LEVELS 1-2 
   
   
   
  Illustrated by Brian "Glad" Thomas and Andy "ATOM" Taylor 
   
  Put those dark elves back in their box and get your gonzo on!  Riches, glory, and super-science await the bold and the clever in the 
  deep places under the ground.  This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and 
  the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment. 
   
   
   
   
  © 2011 Patrick Wetmore 
   
  
  2 
  Dungeon Module ASE1 
  Anomalous Subsurface Environment 
  City of Denethix and Dungeon Level 1 
  © 2011 Patrick Wetmore 
   
  Labyrinth Lord™ is copyright 2007�2011, Daniel 
  Proctor. Labyrinth Lord™ and Advanced Labyrinth 
  Lord™ are trademarks of Daniel Proctor. These 
  trademarks are used under the Labyrinth Lord™ 
  Trademark License 1.2, available at 
  www.goblinoidgames.com. 
   
  Text & Cartography: 
  Patrick Wetmore 
   
  Art: 
  Andy „ATOM‰ Taylor 
  Brian „Glad‰ Thomas 
   
  Playtesting: 
  Doug Hill 
  Dan K. 
  Chad Klaahsen 
  Theodore J. Ledoux, Jr. 
  Jim Silva 
   
  For more information on the Anomalous Subsurface 
  Environment and additional materials, please visit 
  http://henchmanabuse.blogspot.com. 
  
  3 
  Contents 
   
  Introduction................................................................................... 4 
  Running the Dungeon............................................................... 4 
  Running the City ...................................................................... 5 
  For Referees New to the Original Games.................................... 5 
  For Players New to the Original Games...................................... 6 
  Denethix Campaign Setting ............................................................ 6 
  History of the World ................................................................. 6 
  Orbital Gods ............................................................................ 7 
  Cult of Science......................................................................... 8 
  Church of Starry Wisdom.......................................................... 9 
  Demi�Humans.......................................................................... 9 
  Goblins and the Hive�Minds..................................................... 10 
  Land of One Thousand Towers ............................................... 10 
  History of Denethix ................................................................ 12 
  Law and Society in Denethix ................................................... 13 
  Factions of Denethix............................................................... 14 
  Personalities of Denethix......................................................... 15 
  Locations in Denethix ............................................................. 15 
  Villages and Towns Surrounding Denethix................................ 21 
  Denethix Encounters and Rumors............................................ 24 
  Post�Apocalyptic Equipment.................................................... 33 
  Cost of Living......................................................................... 37 
  Wizards....................................................................................... 38 
  Canus, Lord of the Hounds ..................................................... 39 
  Ferayn, Wizard of Tab�Nakel ................................................... 39 
  Monsator, Lord of the Stalks ................................................... 40 
  Anomalous Subsurface Environment.............................................. 41 
  History of the Dungeon........................................................... 41 
  Materials Science.................................................................... 42 
  Moktar Lair ................................................................................. 43 
  Mount Rendon............................................................................. 45 
  The Gatehouse ............................................................................ 45 
  Factions................................................................................. 45 
  Level 1 – Dungeon Highway......................................................... 52 
  Factions................................................................................. 52 
  Time Passes – The Outside World............................................ 52 
  Magic Items................................................................................. 69 
  Amulet of Vampiric Health...................................................... 69 
  Circlet of Meat Detection (CannibalÊs Crown)............................ 69 
  Malicious Mirror...................................................................... 69 
  Monsters...................................................................................... 71 
  Automaton, Abomination, Greater ........................................... 71 
  Automaton, Abomination, Lesser............................................. 71 
  Automaton, Greater................................................................ 72 
  Automaton, Greater, Jury�Rigged............................................. 72 
  Automaton, Lesser.................................................................. 72 
  Automaton, Lesser, Jury�Rigged............................................... 72 
  Blade Zombie ......................................................................... 73 
  Cornstalk Warrior (Minion of Monsator).................................... 73 
  Corpse Jelly ........................................................................... 73 
  Custodian of Fiduciary Duty..................................................... 74 
  Dober�Man (Minion of Canus) .................................................. 75 
  Dungeon Elemental, Lesser...................................................... 75 
  Dust Ghost............................................................................. 76 
  Earwig, Giant.......................................................................... 76 
  Exterminator (Minion of Ferayn)............................................... 77 
  Goblin Spider ......................................................................... 77 
  Grunkie.................................................................................. 77 
  Grunkie Overlord.................................................................... 78 
  Jawhead................................................................................. 78 
  Malignant Sphere.................................................................... 79 
  Moktar................................................................................... 79 
  Morlock ................................................................................. 80 
  Peryton.................................................................................. 80 
  Pill bug, giant.......................................................................... 80 
  Pincer Serpent........................................................................ 81 
  Sasquatron............................................................................. 81 
  Screechman ........................................................................... 81 
  Shrieker, Flat.......................................................................... 82 
  Steel Leviathan....................................................................... 82 
  Stirge, Radioactive .................................................................. 83 
  Treasure Mollusk .................................................................... 83 
  Tunnel Caterpillar ................................................................... 84 
  Tunnel Moth........................................................................... 84 
  Vagabond Mushroom.............................................................. 84 
  Index........................................................................................... 85 
  OGL............................................................................................ 86 
   
  Tables 
   
  City Rumors ................................................................................ 24 
  Unusual Curios ............................................................................ 25 
  Shops of the Greater Denethix Area.............................................. 25 
  Random City Event ...................................................................... 25 
  City Encounters ........................................................................... 26 
  Danger in the City........................................................................ 27 
  Town and Village Encounters........................................................ 27 
  Good Clean Country Violence....................................................... 28 
  Fashion for Wealthy Gentlemen..................................................... 28 
  Haute Couture for Ladies of Means ............................................... 28 
  Barkeepers of Denethix ................................................................ 29 
  I Have A Horrible Secret .............................................................. 29 
  Rustic Villagers ............................................................................ 30 
  The Urban Poor........................................................................... 30 
  The Bourgeoisie........................................................................... 31 
  The Opulent................................................................................ 31 
  The Alien .................................................................................... 32 
  A Smattering of Orbital Deities...................................................... 32 
  Henchmen for Hire ...................................................................... 33 
  Ranged Weapons ......................................................................... 34 
  Ammunition................................................................................. 35 
  Melee Weapons............................................................................ 36 
  Miscellaneous Equipment .............................................................. 36 
  A Night at the Inn......................................................................... 37 
  Monthly Rental Costs (prices in gold pieces).................................... 37 
  Purchasing a Home (prices in gold pieces) ...................................... 37 
  Occasionally Tapeworm Free Meals ............................................... 38 
  Quality Fare................................................................................. 38 
  Food for the Fancy Lad................................................................. 38 
  Wandering Monsters – Mount Rendon ........................................... 45 
  Wandering Monsters – Gatehouse.................................................. 46 
  Wandering Monsters – Level 1 ...................................................... 53 
  Malicious Mirror Reflections .......................................................... 70 
   
   
  
  4 
  Introduction 
   
   
  The Anomalous Subsurface Environment is a 
  megadungeon�based campaign setting for early editions 
  of your favorite trademarked fantasy role�playing game.  
  It has been explicitly written for use with Labyrinth 
  Lord™, but conversion to other early versions is relatively 
  trivial.  I recommend using stats as written in this book, 
  and not bothering with any conversion work for monsters 
  that have slightly different stats in the rules you have 
  chosen to use.  The differences are minor enough that 
  the conversion is not worth the effort. 
   
  A proper megadungeon is often the center of play for 
  the entire length of the campaign, which means the 
  setting is really a secondary consideration.  While players 
  will occasionally venture into the greater world (and this 
  is a good thing, as your players will eventually need a 
  break from exploring the dungeon), the center of play is 
  the megadungeon.  So in many ways the setting of the 
  outside world will be far less important than the dungeon 
  itself. 
   
  That said, this book does detail the nearby city�state of 
  Denethix, and the surrounding environs.  This setting is 
  supportive of the many „gonzo‰ elements present in the 
  dungeon, and may serve as both of a base of operations 
  for the players, and a source for future adventures. 
   
  The city�state of Denethix can be discarded entirely if the 
  referee so desires.  Some encounter areas within the 
  dungeon reference small details of the Denethix 
  campaign world, but they will require only minor work 
  from the referee to adjust to his own campaign setting. 
   
  It is also possible to play the Anomalous Surface 
  Environment in a „generic‰ fantasy setting.  Just let the 
  contradictions and anachronisms remain, and leave it to 
  the players to come up with some theory about how the 
  stranger aspects of the megadungeon came to be. 
   
  My email address is wetmorep@gmail.com.  If you have 
  questions about the megadungeon, or are running a 
  party through it and have stories to share, drop me a 
  line.  IÊm always glad to help, and would love to hear 
  stories about people making use of my work. 
   
  A significant portion of the megadungeonÊs design is 
  done online, and work�in�progress is posted at 
  http://henchmanabuse.blogspot.com.  If you are 
  interested in seeing previews of upcoming levels, or want 
  to read up on the design history of the Anomalous 
  Subsurface Environment, check out the website. 
   
  Running the Dungeon 
   
  A successful megadungeon must be a living environment.  
  Players will be returning to the dungeon repeatedly over 
  the course of the campaign, and their visits must have an 
  impact to maintain credibility.  As monsters are killed off, 
  other creatures will crawl up from the depths, or move in 
  from the outside world, to take over the empty real 
  estate.  Monsters who feel threatened will organize better 
  defenses, and make alliances for their common defense.  
  Factions within the dungeon will combat each other, and 
  may choose to ally with players.  It is the refereeÊs 
  responsibility to keep track of these relationships. 
   
  The Anomalous Subsurface Environment is designed to 
  make managing this a bit simpler.  Almost all 
  megadungeons will equate dungeon levels with characters 
  levels, such that first level PCs are best suited to the first 
  level, 2nd to the second level, and so on.  The ASE takes 
  this a step further, by using the conceit that a dungeon 
  level corresponds to time passed in the campaign.  
  Events outside the playerÊs sphere of influence are then 
  „scheduled‰ to occur that will give the illusion that time is 
  moving along and their rate of descent is impacting the 
  dungeon. 
   
  The dungeon as initially presented has been sealed off 
  from the outside world for nearly 4,000 years.  At the 
  end of the „prelude‰ level, the Gatehouse, the players 
  will presumably open the gates to the dungeon proper.  
  Doing so will cause massive klaxons to sound, buried 
  doors in the mountainside to rumble open, and ancient 
  searchlights to illuminate the sky, advertising the 
  presence of the dungeon to anyone with eyes to see. 
   
  As the dungeon is organized top�down, the entrance the 
  players know of will be at the top, and will be the one 
  entrance that is not made known to the world.  If the 
  players can keep it a secret, they will have their own 
  private entrance into the easiest sections of the dungeon.  
  The further down the mountain you go, the harder the 
  dungeon levels.  So, while the dungeon will attract lots of 
  attention, the first forays into those entrances lowest 
  down on the mountain will be horribly doomed 
  expeditions. 
   
  Each level presents a „snapshot‰ of an initial state of that 
  level.  After that first contact, it is necessary for the 
  referee to „re�stock‰ and rearrange monsters 
  appropriately in reaction to the playersÊ progress through 
  the dungeon.  This can be done purposely (a good idea 
  
  5 
  for organizing improved defenses), or randomly, using 
  wandering monster tables. 
   
  The preface to each level will summarize the changes 
  that time have wrought to both the dungeon and the 
  outside world, and outline the factions within that level 
  and their possible interactions with the players. 
   
  The dungeon has a vibrant ecology – albino lab rats and 
  fist�sized insects abound, thriving in cracks in the dressed 
  stone of the walls.  These creatures form the base of the 
  subterranean food chain.  Mindless dungeon predators 
  trapped in rooms (typically by fleeing humanoids 
  slamming doors behind them) can survive for quite some 
  time on these snacks. 
   
  Routine maintenance in abandoned areas of the dungeon 
  is most often performed by dungeon elementals.  These 
  spirits are living expressions of the dungeonÊs self�will, 
  and are responsible for repairing damage and resetting 
  traps.  As the players go deeper, they will occasionally 
  spot an elemental off in the distance, performing a 
  menial task such as shepherding a giant beetle into a 
  room and closing the door behind.  Such encounters 
  should end with the elemental abruptly disappearing – 
  they are not interested in fighting the dungeon 
  inhabitants, only in keeping the dungeon in good running 
  condition.  The players will have an opportunity to 
  interact (violently) with these elementals in the deeper 
  levels of the dungeon. 
   
  Running the City 
   
  The city of Denethix contains a lot of „gonzo‰ concepts 
  – itÊs best to introduce these to the players as they 
  encounter them, rather than load them down with 
  information they donÊt yet care about.  It will make the 
  campaign more interesting if players discover the strange 
  elements of the setting through play, rather than through 
  up�front referee exposition. 
   
  Clerics would start knowing about GodÊs Eyes, and demi�
  human characters would start out knowing about their 
  particular deviations from the fantasy „norm,‰ but little 
  else needs to be explained. 
   
  A few hand�waving statements about „the countryside is 
  ruled by evil wizards, but the city of Denethix, several 
  miles away, is ruled by a benevolent wizard,‰ is sufficient 
  to start the campaign. 
   
  The city of Denethix does not key every building – there 
  are thousands of buildings, and keying such a map would 
  be pointless, as characters would never visit most of 
  them.  Instead, lists of likely tavern & inn names are 
  provided, and several random tables are provided to 
  assist the referee in bringing the city to life – barkeepers, 
  residents, potential henchmen, and more all have 
  individual tables. 
   
  The city and surrounding towns should, for the most 
  part, be a „safe zone‰ where players are able to recover 
  from their forays into the megadungeon.  Wandering 
  encounters are only recommended when players have 
  gotten into an aimless funk, and some excitement is 
  needed.  For the most part, players will drive the 
  encounters, as they will be seeking out something 
  particular in the city, instead of wandering aimlessly. 
   
  The towns and villages surrounding Denethix are only 
  briefly described.  Some have clear adventure „seeds‰ for 
  referees to exploit – others (notably Chelmsfordshire) are 
  simply waypoints between the city and the dungeon.  
  The residents of these places are also not described in 
  any detail.  Random tables of village residents and 
  encounters are provided should the referee require them. 
   
  For Referees New to the Original Games 
   
  This section is for referees who are just trying out the 
  original games (or their more recent clones).  First, 
  congratulations on your excellent taste!  YouÊve chosen a 
  game that can be incredibly rewarding for both referees 
  and players.  Running it requires a slightly different 
  mindset than you may be used to, however.  Below is 
  some advice for dealing with the old�school rules – but of 
  course itÊs just advice, and feel free to do what works for 
  you. 
   
  The rules of the original games are a lot more open�
  ended than the newest revisions.  This lack of structure is 
  purposeful, not an oversight – the purpose is to 
  encourage players to innovate and try new things.  
  Towards that end, your response to any given crazy 
  player idea should either be „Yes, you succeed‰ or assign 
  a chance, let the player know the odds, and then let him 
  (or her) roll the dice.  A flat�out „No‰ is dangerous, as it 
  discourages players from thinking outside the box. 
   
  At low levels especially, this game can very lethal for 
  characters.  ThatÊs OK – they only take a few minutes to 
  roll up.  Do let the dice fall where they may – it is the risk 
  that makes success all the sweeter.  If the players donÊt 
  know that they can fail, then the thrill of victory is 
  blunted. 
   
  Likewise, some of the game mechanics will seem very 
  punishing – particularly „save or die‰ style poisons, and 
  permanent level drain from undead attacks.  Remember, 
  if the characters are low�level, theyÊre easy enough to 
  raise – and if theyÊre high level, theyÊve got access to 
  spells and magic items to take care of most of these 
  
  6 
  problems (if not personally, then they can probably figure 
  out an NPC who can help).  Level drain, of course, is a 
  much bigger deal – but again, itÊs the danger that makes 
  the rewards so sweet. 
   
  Do pay attention to wandering monster rolls.  They are 
  normally made every 2 turns within a dungeon, and 
  provide a significant amount of the challenge.  They 
  provide tension and incentive for players to move things 
  along, especially when the players are heavily loaded with 
  treasure and are trying to get out of the dungeon as 
  quickly as possible. 
   
  There are many random tables provided.  There is a lot 
  of joy to be had when using random tables, as it drives 
  the game into directions it might not otherwise have 
  taken.  If you let the dice roll as they may and try to 
  make sense of the results, youÊll find yourself as surprised 
  as the players, and get much more enjoyment out of the 
  session. 
   
  Finally, encourage players to map.  If they donÊt, they 
  wonÊt get anywhere in a traditional megadungeon 
  environment.  You will surely get some grief due to some 
  of the odd�shaped rooms, but you and the mapper will 
  quickly work out a „code‰ for describing rooms quickly.  
  As a general rule, do not sketch out rooms for the 
  players – it slows things down and makes them 
  dependent on you.  Exceptions can be made where the 
  information is key to the encounter, or has some other 
  importance, but in general itÊs a bad idea. 
   
  For Players New to the Original Games 
   
  This section is for players who havenÊt played the original 
  game before.  Of course, you donÊt want to hand out this 
  supplement to them – theyÊll flip through the pages and 
  see things they shouldnÊt, and playersÊ eyes typically 
  glaze over if you try to get them to read anything 
  anyhow.  So just rattle off the bullet points, and 
  eventually the advice will stick. 
   
  • 
  You will probably die at some point.  Possibly 
  repeatedly.  ThatÊs OK, rolling up a character is 
  quick and easy.  DonÊt take it to heart. 
  • 
  This is a game of exploration, not of combat – 
  you get much more experience from gathering 
  treasure than from killing things.  It often pays 
  to avoid a fight when you can. 
  • 
  This is also a game of wits – the environment is 
  often a puzzle, and often something you can 
  use to your advantage during combat. 
  • 
  And itÊs also a game of resource management.  
  Make sure youÊve got enough water, rations, 
  and torches to get where youÊre going and 
  come back alive. 
  • 
  All that goofy stuff like 10Ê poles, spikes, and 
  mirrors is on the equipment list for a reason.  
  Mirrors are useful for looking around corners, 
  poles are great for poking things from a 
  distance, and spikes can hold doors open or 
  closed. 
  • 
  All that stuff weighs a ton, too.  Make sure you 
  donÊt carry too much, or you wonÊt be able to 
  move very quickly. 
  • 
  Please tell me somebody bought some rope.  
  Never go anywhere without rope. 
  • 
  Somebody needs to make a map.  If you donÊt, 
  youÊll get lost underground and die cold, lonely, 
  and afraid. 
   
   
  Denethix Campaign Setting 
   
  History of the World 
   
  The Anomalous Subsurface Environment exists in a 
  world much like our own, but several thousand years in 
  the future.  About the same time that the dungeon was 
  sealed off from the outside world, the Earth suffered a 
  cataclysm that ushered in an age of magic and barbarism.  
  Records from this time are nonexistent, and sages debate 
  the true cause.  Some suggest a nuclear war, while 
  others propose that a comet threw the moon out of its 
  proper orbit.  Regardless of how or why, the nature of 
  the world changed profoundly. 
   
  Mount Rendon, the mountain that contains the 
  Anomalous Subsurface Environment, is situated in the 
  middle of the Land of One Thousand Towers, a 
  landscape carved by tyrannical wizards into city�states.  
  These wizards are, by and large, evil madmen, prone to 
  using human settlements as slave labor and fodder for 
  their cruel experiments.  Their only concern is for 
  acquiring ancient secrets and arcane power.  At their 
  best, they are indifferent to their subjects, but far more 
  often they are actively hostile. 
   
  There are three common types of city�state, determined 
  by the temperament and goals of its ruling wizard: 
   
  a. Slave�State.  Humans living in these city�states are 
  enslaved and closely supervised by the wizardÊs minions.  
  
  7 
  No trade is possible, and visitors will either be killed or 
  enslaved. 
   
  b. Terror�State.  Humans are nominally free, but the 
  ruling wizard will frequently raid settlements, to gather 
  subjects for his experiments, or extort tribute of some 
  sort.  Trade is possible with these settlements, but they 
  will typically not have much to offer. 
   
  c. Indifferent�State.  This is the best that life in the Land 
  of One Thousand Towers has to offer.  The ruling 
  wizardÊs pursuit of knowledge doesnÊt currently require 
  human subjects, so nearby settlements are left to their 
  own devices.  Should the wizard ever feel threatened, 
  however, reprisals will be swift and brutal.  Small towns 
  prosper near the towers of this sort of wizard, and trade 
  is prevalent with other similar towns. 
   
  The city�state of Denethix is the exception.  Its human 
  inhabitants have become increasingly powerful in the 
  past few decades, far more than most wizards would 
  tolerate, for reasons explained later in this book.  Nearby 
  wizards would crush Denethix if they did not fear its 
  ruler, the mighty Feretha. 
   
  The rulers of these city�states arenÊt the only wizards to 
  be found in the Land of One Thousand Towers.  
  Landless upstarts are constantly about in the countryside, 
  seeking ancient artifacts and thaumaturgical secrets that 
  will grant them the power to create or conquer city�states 
  for themselves. 
  Orbital Gods 
   
  The gods of men in these latter days are also the 
  creations of men, though no divinity will admit to this 
  history.  These fickle, contentious beings are artificial 
  intelligences, self�aware programs with vast 
  computational resources available to them. 
   
  High above the atmosphere, enormous satellites 
  containing the hardware necessary to run these AI's orbit 
  the planet.  They number in the hundreds, and 
  communicate directly to their followers through "eyes" 
  installed in their temples below.  These eyes are massive 
  screens through which a god may directly observe its 
  followers, and appear to them. 
   
  The gods, through means unknown to simple organic 
  minds, are able to grant spells to their priests.  The 
  priests must pray for renewal of their powers at certain 
  times of the day.  These times are linked directly to when 
  the AI's are in orbit directly overhead. 
   
  This framework allows for any random god a player 
  desires to be inserted in the game.  When a player 
  chooses to create a cleric, ask him to pick a god to 
  worship.  There is room in this orbital pantheon for most 
  any deity a player can imagine.  Letting the player help 
  define the world this way adds to its depth.  Even foolish 
  „joke‰ choices can be integrated with a little effort on the 
  refereeÊs part. 
   
  The gods are active in human affairs, often appearing in 
  the GodÊs Eyes to direct their worshippers.  They are 
   
   
  
  8 
  able to use these GodÊs Eyes to subject humans to quest 
  spells, and to temporarily implant their consciousnesses 
  within human beings, similar to a magic jar spell. 
   
  The gods do not have alignments per se – most would be 
  considered Neutral, bordering on Chaotic, based on their 
  incredibly selfish behavior.  But, as the priests are quick 
  to point out, the ways of the gods are not to be judged 
  by men, and all men are called to be obedient to their 
  divine masters. 
   
  Priests of the Orbital Gods are overtly pantheistic.  They 
  do dedicate themselves to a particular god, but will 
  sometimes find themselves called upon by other gods to 
  perform services.  It would not be unheard for a god of 
  murder or some other repulsive vice to demand service 
  from a priest of a more virtuous god, and that priest 
  would feel it was his duty to obey.  Gods will even 
  sometimes appear in the GodÊs Eyes of another deityÊs 
  temple. 
   
  Paladins, should you have them in your game, would 
  likewise feel bound to obey the edicts of all the gods.  
  They are holy warriors who have dedicated themselves to 
  the service of the gods en masse, in addition to their 
  particular patron deity. 
   
  Occasionally a priest or other unlucky soul is called to 
  perform conflicting tasks by two gods, or to oppose the 
  intentions of another deity.  Such unfortunates are 
  advised to obey both to the letter, ignoring contradictions 
  as best they can. 
   
  The upside of these potential contradictions is that it is 
  quite difficult for a cleric or paladin to fall out of the 
  graces of all the gods simultaneously.  If a characterÊs 
  patron deity is offended by his behavior, chances are 
  good that a lesser deity will gladly accept a new 
  champion into their fold. 
   
  Details on the particular names of the gods and their 
  domains are left to individual referees.  There are 
  hundreds of them in orbit, and there is plenty of room 
  for any deity the referee desires.  A table of random 
  deities is provided in the Denethix Encounters and 
  Rumors section, should the referee need to come up with 
  a god unexpectedly. 
   
  Astronomers among the clerical class have fairly 
  thoroughly mapped the frequency of any given godÊs 
  appearances, and the times at which spells are renewed, 
  to the orbits of the „quick stars‰ overhead.  There is one 
  such „quick star‰ that is not, however, associated with 
  any known god.  This star is known as Quiet GodÊs Star. 
   
  No god can be associated with this „star‰ because it is 
  not actually one of the AI satellites.  It is an ancient space 
  station, still orbiting the earth after all this time. 
   
  Cult of Science 
   
  There are two prominent cults that do not have actual 
  spell�granting gods.  The first of these is the cult of 
  Science. 
   
  The priests of the cult of Science are the result of 
  centuries of distortion of a materialistic world�view.  Their 
  spiritual longings have resulted in half�understood 
  scientific knowledge filling the void that religion normally 
  occupies. 
   
  They believe in Science as a literal god, one who 
  performs miracles through normal physical processes.  
  The beggar in the street who lost his arm has been 
  healed through the grace of Science, granted a 
  mechanical substitute.  He is now better than human, his 
  arm a symbol of the might of Science, and he 
  proselytizes without end to all who will listen.  Those 
  who don't, are pronounced „Very Unscientific‰, and 
  meet the business end of his mechanical arm. 
   
  The priests and acolytes of Science wear long white 
  coats as their normal dress, with black gloves covering 
  their hands.  Their bodies are covered with intricately 
  patterned tattoos, depicting double�helices, elliptical 
  orbits, and other designs of scientific import.  During the 
  rituals of Science, the head priest will stand on stilts, 
  elevating his height to 12 or more feet, hiding the stilts 
  under a ridiculously long white lab coat.  He will have his 
  ceremonial safety goggles on as he chants the liturgies:  
  "Dihydrogen monoxide!  A squared plus b squared equals 
  c squared!  Pyridine�3�carboxylic acid!" 
   
  The Scientist, as an acolyte or priest of Science is 
  known, has an empiricist's grasp of science.  He has 
  learned a few tricks on how to repair ancient devices, or 
  how to create certain chemical reactions (preferably ones 
  that go "boom!").  There is no research activity going on 
  or understanding of the scientific method, however.  
  Their creed is one of sacred knowledge passed from 
  priest to priest over the ages. 
   
  Scientists take a dim view of other gods.  They consider 
  them all subservient to Science.  The occasional 
  pronouncement by an orbital AI�god that "science is the 
  principle governing nature", when questioned by 
  theologians does little to dissuade the Scientists of their 
  world�view. 
   
  
  9 
  Scientists value ancient artifacts and books, and will 
  pronounce donors of such items as „Very Scientific‰, and 
  may provide other sorts of assistance in return. 
   
  Well�established Temples of Science have a 10' tall black 
  pyramidal structure within.  These structures have ladders 
  built into one side, and at the top have a small screen 
  with glowing red numbers ticking down, one per second, 
  and a small keypad with the numbers 0�9.  On a daily 
  basis, a highly�ranked priest will climb the ladder and 
  enter in a code known only to the most trusted Scientists, 
  causing the numbers to reset.  "This is the sole sacrifice 
  that Science demands of us, my son.  His burden is light.  
  But his wrath if we neglect our duty is great.  Not a stone 
  in this city would stand should he believe that the people 
  have abandoned his worship!" 
   
  Church of Starry Wisdom 
   
  The second cult is the Church of Starry Wisdom.  It is 
  dedicated to serving the Crawling Chaos, Nyarlathotep, 
  soul and messenger of the true Outer Gods. 
   
  The cult does not have clerics.  Clerical spells are a gift 
  granted by the orbital AIÊs, and Nyarlathotep does not 
  see fit to duplicate that gift.  His followers are instead 
  often schooled in the arcane arts, and the priestly 
  hierarchy of the Church numbers many powerful wizards. 
   
  Within the temple of this cult is found a large sculpture of 
  a three�lobed eye, made of black metal and red glass.  It 
  superficially resembles a GodÊs Eye, but Nyarlathotep 
  does not use it to manifest as the orbital gods do.  It is 
  merely an ornamentation to inspire the faithful.  Should 
  Nyarlathotep feel the need to present himself, he will 
  show up in person, not through an image on a screen. 
   
  This cult presents a friendly veneer to outsiders, but is 
  deeply Chaotic.  They are prone to the act of human 
  sacrifice, especially on the solstices, and hope to usher in 
  the end of manÊs rule on earth and the return of the 
  Outer Gods. 
   
  They are particularly seeking the return of an ancient and 
  powerful artifact, lost millennia ago – the Shining 
  Trapezohedron.  This jewel was captured and taken for 
  study from its original resting place in Africa before the 
  great catastrophe.  Church tradition states that it is lost 
  somewhere beneath Mount Rendon, and the re�discovery 
  of the Anomalous Subsurface Environment will 
  undoubtedly prompt Church investigation of the 
  megadungeon. 
   
  Infravision 
   
  The concept of infravision in the Anomalous Subsurface 
  Environment has been expanded to a „wide spectrum 
  vision‰, that allows the possessor to see across the entire 
  electromagnetic spectrum.  The ability to see 
  underground is not via the infrared spectrum, but instead 
  is the perception of dim high�frequency radiation emitted 
  by decaying isotopes within the rock itself. 
   
  Races with wide�spectrum vision (elves, dwarves, and 
  goblins) are aware of a certain spectrum known as the 
  „sick light.‰  This is highly dangerous gamma ray 
  radiation, emitted naturally by certain yellow rocks known 
  as „sick rocks‰, and by enriched radioactive materials 
  such as plutonium.  All elves and dwarves have been 
  taught from a young age to recognize and stay away 
  from the deadly „sick light.‰ 
   
  Demi*Humans 
   
  The demi�human races in the Land of One Thousand 
  Towers and the City�State of Denethix are somewhat 
  different than those described by the rulebook. 
   
  Halflings are very short, well�proportioned humans, with 
  gray skin.  Their eyes have pupils slightly larger than 
  normal, but their vision is not particularly enhanced over 
  normal human vision.  Their hair color varies from brown 
  to black.  Halflings prefer to dwell near humans, either 
  living in the actual human cities and towns, or forming 
  villages near the humans.  They have no particular origin 
  myth, and if questioned, would state that they have 
  always lived around humans.  They live no longer than 
  normal men. 
   
  Dwarves are taller than halflings, and strangely 
  proportioned, with wide barrel chests and dense 
  musculature.  They also have gray skin, and their eyes 
  are entirely black, giving them the wide�spectrum vision 
  that they share with elvenkind.  Life halflings, their hair 
  color varies from brown to black.  They prefer to live 
  underground, as they find the sun's light irritating 
  (although they suffer no penalties for being in bright 
  sunlight).  After achieving adulthood, they do not appear 
  to physically age.  Despite this, some aging process must 
  be occurring, as they fall sick and die after three 
  centuries, give or take a few decades.  They have a 
  creation myth that involves escaping from their creator 
  and his goblins.  They cannot abide the presence of 
  goblins, and will almost invariably attack them. 
   
  Elves are the strangest of the demi�human races.  They 
  are nearly man�height (averaging five feet tall) and well�
  proportioned.  They have gray skin, large black eyes as 
  the dwarves have, with the attendant wide�spectrum 
  
  10 
  vision, thin pointed ears, thin noses with narrow nostrils, 
  and a mouthful of sharp, pointy teeth. They have either 
  jet�black hair, or pigmentless snow�white hair.  Like 
  dwarves, after achieving adulthood they do not appear to 
  physically age.  They may be immortal, as no elf can 
  recall any that has died of old age, although their 
  memories fade after a thousand years or so.  They do 
  not feel a need to keep written records, experiencing 
  most of history first�hand, but the limits on their memory 
  mean that they have no notions of their origin.  Elves 
  prefer to live among their own kind, in villages deep in 
  the wilderness, away from humanity. 
   
  Demi�humans do not have their own gods peculiar to 
  them.  Halflings will tend to worship at human temples, 
  but the gods do not see fit to grant them their divine 
  magic.  Dwarves and elves, living apart from humans, 
  have not adopted the worship of any gods. 
   
  Goblins and the Hive*Minds 
   
  The goblins of this post�apocalyptic world are short, 
  spindly, hairless, gray�skinned humanoids, with oversized 
  heads, mere slits for noses and ears, mouths full of sharp 
  pointy teeth, and massive black eyes.  In their natural 
  state, they communicate in hisses and yelps, and are 
  barely above the level of animals.  They wear rancid furs 
  and random scraps of metal as armor, and wield 
  whatever weapons they have been able to steal from 
  their victims.  
   
  The goblin reproductive cycle is an unusual one – a 
  mature goblin will extrude a tumor�like sac from its body, 
  and attach it to a wall or tree.  The sac will be heaped 
  with ordure and dung, and grow in size as it absorbs this 
  incubating material.  After a few weeks, a full�grown 
  goblin will emerge.  Goblin tribes are routinely wiped out 
  by predators and conflicts with humans and moktars, yet 
  just a few unmolested spawn�sacs ensure that the 
  murderous pests will return. 
   
  The physical similarities between goblins and demi�
  humans (particularly elves) are striking, and have been 
  remarked upon by human scholars.  Gray skin and black 
  eyes are the major thread linking them, and the elves 
  have even more goblinoid characteristics.  This is not a 
  coincidence. 
   
  The goblins are but the servitors of the awful Hive Minds.  
  They are bestial on their own, but when a Hive Mind is 
  present, it fills the goblins with its will, its desire, and its 
  hate for the natives of this terrible world it cannot 
  escape. 
   
  The Hive Minds are gigantic, tentacled brains, residing in 
  massive jars of briny, yellowish fluid.  They rely on their 
  goblin slaves to interact with the outside world, always 
  keeping their physical bodies well away from harm.  Hive 
  Mind powers increase as they age.  A juvenile Hive Mind 
  is only able to possess one or two goblins directly, and at 
  short range, while only giving general mental orders to 
  the others.  A mature Hive Mind is capable of much 
  more, over greater distances, and its powers are capable 
  of influencing, and even killing, humans. 
   
  The Hive Minds are jealous of the human use of magic.  
  They are incapable of using magic themselves, and 
  consider it a dire threat.  They captured humans long 
  ago, and put them through extensive breeding and 
  hybridization programs with their goblin servants, trying 
  to create a soldier�slave capable of using this magic for 
  their own ends.  Their failures were the dwarves and 
  halflings, but with elves they succeeded.  The human will 
  was too strong to reliably control, however, and the Hive 
  Minds eventually terminated their experiment, burning 
  the test subjects alive.  A few managed to escape, and 
  established the demi�human races in the apocalyptic 
  wastelands of Earth. 
   
  The original Hive Minds on Earth arrived from other 
  worlds in extra�dimensional craft that have been bound to 
  the planet by inexplicable aetheric influences.  No new 
  Hive Mind has arrived in many thousands of years, and 
  most of those remaining are the spore�bred descendants 
  of the originals.  Their technology is lost to them, as it 
  cannot be replicated without extensive manufacturing 
  facilities and materials not to be found on Earth. 
   
  Land of One Thousand Towers 
   
  The Land of One Thousand Towers is a place of 
  fearsome monsters and potent sorcery.  Only a small 
  portion of it has been depicted in the map above, and 
  details are largely left to the referee to develop, should 
  the players develop wanderlust. 
   
  The land is dotted with the towers of wizards, the ruins 
  of ancient cities, and untold riches to be taken by the 
  brave and the lucky.  All that remains of the unlucky are 
  bleached bones, or less. 
   
  Worthless North 
  This vast plain is considered worthless due to its total 
  lack of ruined cities to plunder.  The place is inhabited by 
  unruly barbarians, savage axe beaks, and saber�tooth 
  tigers.  Few wizards make their home here, as the 
  barbarians make terrible slaves. 
   
  The name of this place varies depending where the 
  speaker is relative to it – southerners refer to it as the 
  Worthless North, easterners as the Worthless West, and 
  so on. 
  
  11 
   
   
  Land of One Thousand Towers 
   
  
  12 
  Forbidden Vale 
  They say that no man who enters the Forbidden Vale has 
  ever returned – which begs the question of who started 
  all the rumors of crystalline trees and multi�dimensional 
  apes that stalk between the glittering trunks. 
   
  Eater of Cities 
  This huge lake is so named due to the many ruins of 
  towns and cities that can be seen beneath its waters.  
  Villages built next to its shore are inevitably sunken 
  beneath its waters within a few seasons, the residents 
  missing and never heard from again – strangely, the lake 
  shore never appears to have moved at all after these 
  events. 
   
  The Feasting Trees 
  While the trees provide some refuge from nearby wizards 
  for the villagers who make this place their home, they 
  have to contend with the predation of carnivorous trees 
  instead.  In addition to these verdant terrors, goblins, 
  moktars, deinonychus, and phase tigers are common 
  dangers among the Feasting Trees. 
   
  Ceratopsian Plains 
  These vast prairies are home to many large herd animals 
  – cattle, bison, horses, protoceratops, and triceratops 
  farther east.  These large animals unfortunately attract 
  large predators, such as axe beaks, tyrannosaurs, and 
  bulettes, making the Ceratopsian Plains an extremely 
  dangerous place for the tribes of huntsmen that make 
  their home there. 
   
  The Pit 
  The Pit is spoken of only in hushed whispers by the 
  hunters who live in the Ceratopsian Plains.  When the 
  triceratops grow old and weak, something draws them to 
  the Pit, and they throw themselves into the smoking 
  hole.  For hunters tracking such beasts, it is deeply 
  unwise to make camp near the Pit at night – quickly 
  crawling things have been known to spew forth in the 
  wan moonlight, and few have seen this black horde and 
  lived. 
   
  Livid Fens 
  This fetid marsh is so named due to the bruised�looking 
  fleshy red�and�purple thorn�stalks that choke the place.  
  Hunting parties from Denethix commonly travel the 
  River Effluent down here, seeking to make themselves 
  rich with a successful froghemoth hunt – the blubber of 
  such creatures may be rendered down to the finest oil.  
  More often than not, the hunters become the hunted, 
  and the froghemoths thrive on the steady stream of two�
  legged prey. 
   
  Other threats known to stalk the fens are the terrible sail�
  gators (known to scholars as dimetrodons), acid�spewing 
  dragons, and the occasional catoblepas. 
   
  Saurian Lowlands 
  The soaring pines of the lowlands are infested with 
  allosaurs, who hunt the stegosaurs, hadrosaurs, and 
  iguanodons of the forest. 
   
  The allosaurs are not the only threats to be found.  
  Moktar tribes also abound in these woods, constantly 
  harassing the few walled human villages, and gorillapedes 
  ambush travelers, springing forth from tunnels excavated 
  beneath the forest floor. 
   
  Western Interior Sea 
  The only place more dangerous than the Land of One 
  Thousand Towers would be the Western Interior Sea.  
  This body of water is home to all manner of aquatic 
  nightmare:  liopleurodons, megalodons, dragon turtles, 
  xiphactinus, and worse, if fishermenÊs tales are to be 
  believed. 
   
  Offshore Arcology 
  A massive structure of steel somehow still stands in the 
  deep waters of the Western Interior Sea, supporting a 
  small domed city.  Fishermen who have ventured near 
  and avoided fouling their rudders in the debris field 
  around the platform report men and pale almost�men 
  peering curiously at them from inside the dome. 
   
  Lanthanide Wastes 
  This rocky badland is famed for its ready supply of 
  lanthanide elements, for those prospectors with the 
  courage to search them out.  The place is haunted by 
  viciously savage insect�men, who enthusiastically hunt the 
  „tasty maggots that walk on two legs.‰ 
   
  The stark environment of these badlands somehow 
  supports many giant�sized creatures:  giant fusillade 
  beetles, giant gila monsters, and giant taruntulas are 
  common. 
   
  History of Denethix 
   
  The city of Denethix was once just one of the many city�
  states ruled by tyrannical wizards.  Its hideous wizard, 
  Feretha, was a horrid being twisted by magic and evil � 
  his head was black and leathery, covered with eyes, and 
  his hands were red�taloned claws.  With his Unyielding 
  Fist, an elite team of human warriors, he terrorized and 
  enslaved the human villages around his tower. 
   
  Feretha's last days were spent experimenting with his 
  mind�replacement device.  He would scoop the brains 
  out of his living human test subjects, replacing them with 
  
  13 
  cables running to his computer console.  He hoped to 
  create an army of mindless computer�controlled slaves, 
  and use them to crush the neighboring wizards and steal 
  their super�science.  Sadly, a diet high in cholesterol 
  finally caught up with him, and he had a stroke.  The 
  captain of the Unyielding Fist, Marcus Tyro, and a 
  hapless almost�victim, Koyl Yrenum, were the only 
  witnesses. 
   
  Marcus and Koyl knew what had to be done � cut their 
  former master's brain out of his many�eyed head, and 
  hook him up to the machine.  The neighboring wizards 
  would swoop down on the city in a heartbeat if they 
  knew Feretha was dead.  With Feretha's still�living body 
  hooked up to the computer, they could take incoming 
  holographic messages from his wizardly neighbors and 
  foes, convincing them that he was still a potent threat, 
  and that Denethix was best left alone. 
   
  Under the control of these two, Feretha began issuing 
  many strange decrees.  He became incredibly curt and 
  distant with his wizard colleagues, angrily cutting off their 
  holographic communications.  He began ignoring the 
  affairs of his many human slaves, effectively freeing them 
  to do as they would.  He announced the establishment of 
  an elected council, the Exalted and Chosen Brethren, to 
  handle most human concerns, as he explained he could 
  no longer be bothered with mere mortals.  He still 
  maintained his Unyielding Fist, under the strict control of 
  Marcus Tyro, and the Brethren were presided over by his 
  appointed Vizier, that lucky slave who witnessed 
  Feretha's stroke, Koyl Yrenum. 
   
  Strangely, the two have not aged since this event, over 
  50 years ago.  The people know how good they have it 
  in Denethix, and aren't making much of a squawk over 
  piddling little necromantic issues like eternal youth.  The 
  few insurrections have been dealt with harshly by the 
  Unyielding Fist.  Upsetting this apple�cart is in nobody's 
  interest, the two true leaders of Denethix optimistically 
  reason. 
   
  Law and Society in Denethix 
   
  Change in Denethix has been incremental.  Vizier Koyl 
  Yrenum and Captain Tyro have been slow to make 
  serious changes, as they are constantly worried about 
  arousing the suspicions of other wizards, and about the 
  people revolting and overthrowing their rule. 
   
  Bureaus of the city government operate with varying 
  degrees of efficiency and corruption, depending on how 
  attentive the Vizier is to any particular function.  He is 
  most interested in city planning, and he regularly re�
  shapes the city to fit the new theories of urban 
  development he has come up with. 
  KoylÊs attentions have made the city of Denethix an 
  exceedingly well�ordered city.  All land in the City of 
  Denethix is considered property of the state, and is only 
  leased out to its residents.  These leases are more�or�less 
  permanent for the wealthy, but the tenements of the 
  poor are under constant threat of relocation.  His 
  Department of Building Inspection regularly forces the 
  demolition and re�construction of entire neighborhoods, 
  moving the poor aside so that wealthier residents can be 
  moved in.  This has made the Building Inspectors some 
  of the most feared and loathed men in the city, second 
  only to the tax collectors of the Council of Proper 
  Apportionment. 
   
  The city of Denethix has no defensive structures around 
  it to prevent invasion.  Such structures would look deeply 
  suspicious to neighboring wizards, who care little for the 
  fate of their human thralls, and would be ineffective 
  against the destructive flying machines and potent magics 
  that those rival wizards could bring to bear.  Instead, the 
  cityÊs boundaries are marked by an abrupt wall of 
  tenements, beyond which is nothing but a mile of open, 
  unfarmed fields and meadows.  Koyl has reserved these 
  fields for future city planning needs, and forbids any 
  unauthorized construction. 
   
  Slavery is still practiced in Denethix.  Slaves must be 
  registered with the city, and a certificate is issued to the 
  owner.  The requirements for issuing a certificate are not 
  very hard to meet, especially when bribery is involved, 
  and certain neighborhoods of Denethix are very 
  dangerous for a visitor without anyone to vouch for their 
  freeborn identity. 
   
  There have been minor reforms enacted, forbidding the 
  killing, torture, and export of slaves, and allowing for an 
  appeals process to prove that a certificate was granted 
  incorrectly, but they have little impact on the actual 
  practice of slavery in the city. 
   
  Voting rights in the city are granted to anyone who has 
  purchased an Affidavit of Citizenship.  Such an affidavit 
  costs 5,000 gp, and any reaction checks a known citizen 
  has with the Unyielding Fist or Exalted Brethren will have 
  a bonus of �1 applied. 
   
  The use of magic is not officially outlawed in Denethix, 
  but the citizens consider all magic�users to be of the same 
  bent as the hated wizards, and are likely to lynch anyone 
  suspected of magic use.  The authorities arenÊt 
  particularly keen to intervene in such lynchings – itÊs a lot 
  easier to preserve law and order without wizards pillaging 
  the countryside. 
   
  
  14 
  Factions of Denethix 
   
  Exalted and Chosen Brethren 
  The Brethren are the city council, comprised of 40 
  elected Brothers.  The Vizier controls the Exalted 
  Brothers through the use of committee chairmanships, 
  which he appoints.  These committee chairs provide 
  significant additional income, as well as ample 
  opportunities for bribes.  The chairmen are thus bought�
  and�paid�for by the Vizier, and they in turn bully the 
  lesser Brethren by refusing to pass whatever legislation 
  interests them unless they "play ball." 
   
  The Unyielding Fist 
  The Unyielding Fist are FerethaÊs shock troopers, re�
  purposed into a police and security force by Captain 
  Tyro.  The Fist consists of human footmen and cavalry, 
  and at least a dozen Steel Leviathans.  They are fiercely 
  loyal to Captain Tyro, although they heavily depend on 
  the Brethren and the Council of Proper Apportionment 
  for funding. 
   
  Individual officers of the Fist often resent the decadent 
  and corrupt Brethren, but Captain TyroÊs visible public 
  cooperation with the Vizier keeps these dissatisfactions 
  from expressing themselves as more than angry mutters 
  and black looks. 
   
  Some typical stats for soldiers and officers of the 
  Unyielding Fist follow: 
   
  Foot soldier (AC 4, F 1, hp 5, #AT 1, D 1d8 or 1d6, 
  MV (30Ê), Save F 1, ML 8), wears chain mail, carries 
  shield and long sword. 
   
  Rifleman (AC 5, F 1, hp 5, #AT 1, D 1d6, MV (30Ê), 
  Save F 1, ML 8), wears chain mail, carries short sword 
  and breech�loading rifle, with 10 bullets. 
   
  Infantry officer (AC 3, F 2, hp 9, #AT 1, D 1d8, MV 
  (30Ê), Save F 2, ML 9), wears splint mail, carries shield, 
  long sword, and large revolver�style pistol, loaded with 6 
  bullets. 
   
  Cavalryman (AC 4, F 1, hp 5, #AT 1, D 1d8 or 1d6, 
  MV (30Ê, 40Ê mounted), Save F 1, ML 8), wears chain 
  mail, carries shield, lance, long sword and large revolver�
  style pistol, loaded with 6 bullets. 
   
  Mounted officer (AC 3, F 3, hp 14, #AT 1, D 1d8 or 
  1d6, MV (30Ê, 40Ê mounted), Save F 3, ML 9), wears 
  splint mail, carries shield, lance, long sword, and large 
  revolver�style pistol, loaded with 6 bullets. 
   
  Note that any firearms carried by the Unyielding Fist are 
  sculpted with the ceremonial insignia of the Fist, and no 
  arms dealer in Denethix will knowingly purchase or sell 
  such weapons.  Should adventurers be found to carry 
  weapons with the markings of the Fist, they will be 
  confiscated and the bearers arrested. 
   
  Star Courts 
  The Star Courts are the judicial system of Denethix.  
  Judges and prosecutors are robed and hooded, so that 
  none may know their identity – judges in black, and 
  prosecutors in red. 
   
  The officers of the Star Courts are all appointed by the 
  Brethren, and their decisions always favor the Brethren, 
  should they be involved in a legal proceeding. 
   
  Council of Proper Apportionment 
  The Council of Proper Apportionment is the tax�
  collecting arm of the Denethix city bureaucracy.  A 
  healthy portion of collected taxes goes straight into their 
  pockets, and an even larger sum is paid to the Brethren 
  and the Unyielding Fist.  Whatever remains is spent on 
  the city budget.  The actual processes are opaque, and 
  the collectors are deeply unpopular in the city.  
  Somebody has to gets their hands dirty, though.  The 
  collectors are chafing at the amount of money the 
  Brethren and Fist are extorting from them, and would 
  love to find a way to get them to back off. 
   
  Society of the Luminous Spark 
  The Society is a secret group of abolitionists.  They 
  desire the freedom of all slaves in the city, and the 
  overthrow of the wizard Feretha.  They are in constant 
  conflict with the Exalted and Chosen Brethren and the 
  Unyielding Fist, whom they consider corrupt tools of the 
  wizard.  They are not pacifists, and showdowns between 
  the Society and the Fist often turn bloody. 
   
  Church of Starry Wisdom 
  The Church wants what the Crawling Chaos wants, 
  which is to open men's minds to the true nature of the 
  outer spheres.  This goal is not compatible with a 
  functioning city government, or sanity in general. 
   
  The Church maintains a low profile, and will try to avoid 
  conflict with other groups in the city.  They do have 
  dealings with especially unethical slavers, to obtain 
  victims for their rites. 
   
  Commonweal Secure Holdings 
  The Bank Inviolable was founded by a collaboration of 
  several wealthy merchants and far�sighted former Exalted 
  Brethren.  The company they formed, Commonweal 
  Secure Holdings, is the wealthiest and most powerful 
  private institution in the city. 
   
  
  15 
  Commonweal Secure Holdings maintains a keen interest 
  in the politics of the city.  Its sole motivation is to ensure 
  that its debtors (including the Unyielding Fist and various 
  poorly�funded bureaucracies) are able to continue 
  servicing their loans.  Any moves towards forgiveness of 
  debt, or anyone causing potential political instability, will 
  raise the ire of the bank, and it will use its considerable 
  clout to „persuade‰ its opponents of the error of their 
  ways. 
   
  The bankÊs deposits are eyed greedily by the Council of 
  Proper Apportionment, but its formidable private security 
  measures and its influence with the Brethren have 
  prevented any overt money grabs so far. 
   
  League of Flesh Debtholders 
  The League of Flesh Debtholders is a loose association 
  of slavers.  The Leaguers lobby the Exalted Brethren to 
  keep the slavery laws of Denethix from becoming more 
  restrictive than they already are.  They also serve as a 
  price�fixing organization, and offer several venues for 
  slave auctions. 
   
  The Leaguers are, of course, dire enemies of the Society 
  of the Luminous Spark, and violence between the two 
  groups is common.  So far, public sympathy lies with the 
  Leaguers, as the indiscriminate nature of Society violence 
  often harms or kills passers�by. 
   
  Leaguers typically wear green hooded masks when 
  conducting business, to hide their identities – this is 
  strictly a security precaution, to prevent Society agents 
  from trailing them to their private residences.  The 
  wealthiest Leaguers wear the masks in solidarity with 
  their less�successful brethren, but their identities and 
  private pleasure�palaces are well�known throughout 
  Denethix. 
   
  Personalities of Denethix 
   
  Koyl Yrenum, Vizier of Denethix 
  No. Enc: 1 
  Alignment: Neutral 
  Movement: 120' (40') 
  Armor Class: 4 
  Hit Dice: 4th level magic�user (14 hp) 
  Attacks: 1 (staff of withering, attack at +1) 
  Damage: 2d4+1 
  Save: MU 4 
  Morale: 8 
  Hoard Class: XXII 
  XP: 245 
   
  The Vizier appears to be a 50 year old man, although in 
  reality he is much older.  He has a remarkable interest in 
  city planning, although heÊs only a middling 
  humanitarian, and doesnÊt let concern for individuals 
  interfere with his grand plans for the city of Denethix. 
   
  He has studied FerethaÊs notes, and learned to cast a few 
  spells – this is an ability he keeps secret from all but 
  Marcus Tyro. 
   
  The Vizier typically has the spells charm person, sleep, 
  ESP, and invisibility memorized.  He wears bracers of 
  armor AC 4, and carries a staff of withering (20 charges) 
  and a cube of force. 
   
  Marcus Tyro, Captain of the Unyielding Fist 
  No. Enc: 1 
  Alignment: Neutral 
  Movement: 90' (30') 
  Armor Class: �1 
  Hit Dice: 7th level fighter (41 hp) 
  Attacks: 1 (long sword +2) 
  Damage: 1d8+2 
  Save: F7 
  Morale: 8 
  Hoard Class: XXII 
  XP: 790 
   
  Captain Tyro is an imposing, heavily�muscled figure, 
  appearing to be 30 years old (although in reality he is 
  much older).  His interests are simply maintaining order 
  and keeping other wizards from uncovering the truth 
  about Feretha.  All other concerns are secondary. 
   
  Marcus wears argonium plate mail (treat as plate mail 
  +1), and carries an argonium shield (treat as a shield +1), 
  a protonium long sword (treat as a long sword +2), and a 
  revolver�style heavy pistol. 
   
  Locations in Denethix 
   
  Street of Temples 
  The Street of Temples is the heart of religious life in 
  Denethix.  Temples of various sizes run the entire length 
  of this street, ranging from small booths to the mighty 
  Grand Temple itself. 
   
  The least of gods are forced to share tiny shrines, with 
  up to a half dozen dinner�plate�sized GodÊs Eyes 
  mounted on the walls.  The booths of these sulking gods 
  are rarely visited.  Gods of middling or better popularity 
  will have buildings all to themselves, and the most 
  popular of gods have enormous temples dedicated to 
  them, with hundreds of attendants. 
   
  The Church of Starry Wisdom and the Temple of 
  Science are also located on this road. 
   
  
  16 
   
   
  Denethix 
   
  Street of Upright Living 
  Wealthy merchants, Exalted Brethren on the take, and 
  sticky�fingered tax collectors make this street their home.  
  The north side is lined with luxurious multi�story marble 
  apartment buildings, but along the riverfront is where the 
  truly rich of Denethix live.  The houses on the south side 
  of the road are the palaces and pleasure domes of the 
  mega�rich, situated in the middle of lush lawns and 
  carefully cultivated gardens. 
   
  The Unyielding Fist maintains a strong and respectful 
  presence in this district.  Any riff�raff on the street will be 
  accosted and likely beaten. 
   
  There are no taverns or inns on this street. 
   
  Street of Worthy Servitude 
  This street is the main thoroughfare of the city, and 
  home to the middle class of Denethix.  Craftsmen, 
  engineers, merchants, priests, factory overseers, the 
  better class of doxy, and other such personages make 
  this street their home. 
  
  17 
  The buildings here are well�maintained multi�family brick 
  tenements, usually with three or four floors. 
   
  There are many popular taverns, inns, and restaurants 
  along this street.  A sampling of these include: 
   
  B&X Breakfast Pavilion 
  Cliffside 
  Clockworks Hotel 
  Festival Inn 
  FishermanÊs Lament 
  Greg & CraigÊs 
  Inn of the Repaired Wheel 
  MungÊs House of Ale 
  RiverÊs Edge Inn 
  Tattered Heel 
  The Heartless Peryton 
  WizardÊs Repast 
   
  Street of Lesser Men 
  What city doesnÊt have its poor?  Factory workers, 
  widows, drug addicts, aging prostitutes, day laborers, 
  cripples and other assorted scum live along this street.  
  The residences become seedier and more ramshackle as 
  they get closer to the southern edge of the city.  They are 
  largely wooden tenements, often several stories high, 
  with tin roofs and rotting siding.  The rooms available are 
  squalid, small, and rat�infested. 
   
  The Unyielding Fist units patrolling this area usually 
  include a Steel Leviathan, to discourage uprisings by the 
  unwashed.  For those suspected of wrongdoing, justice is 
  immediate and deadly – the Fist sees no reason to clog 
  the courts with trials of defendants obviously unable to 
  afford an attorney. 
   
  Many disreputable inns and taverns can be found along 
  this street.  A few of these are: 
   
  BakerÊs Beds 
  Blind WillyÊs 
  Gin Inn 
  Grub Grubs 
  Lanthanide�Free Hostel 
  Mary AnneÊs 
  Mold & Beer 
  Riversick Hotel 
  The Rusty Knife 
   
  Street of Industrious Efforts 
  This street is so named for the numerous factories and 
  warehouses along the west side of the road, south of the 
  Street of Lesser Men.  It stinks of industrialization, and 
  pools of toxic run�off in the alleys and side streets are 
  common.  The Fist makes itself very visible here, 
  constantly patrolling with foot soldiers and Steel 
  Leviathans. 
   
  The residences along this road vary in quality, becoming 
  less desirable the further the property is from the Street 
  of Worthy Servitude.  There are no taverns or inns of 
  note on this street – the factory owners discourage such 
  establishments so close to their factories. 
   
  Street of Students 
  The close proximity of the Academy of Elevated Thought 
  has made this street a haven for students, less�affluent 
  professors, artists, astrologers, radicals, drop�outs of mild 
  means, cranks, alchemists, and other troublemakers.  
  The lawless intellectuals of this neighborhood are 
  tolerated by the Exalted and Chosen Brethren for the 
  amazing advances in super�science and practical 
  metaphysics that they produce. 
   
  The Unyielding Fist uses a light touch when dealing with 
  the locals here.  It is never clear which poorly�dressed 
  vagabond may actually be a professor with political clout, 
  or a violent radical with access to dangerous technology. 
   
  The buildings here are squat brick tenements and 
  crowded dormitories. 
   
   
  
  18 
  Like students everywhere, the residents are a thirsty 
  bunch, and there are several taverns and inns taking 
  advantage of this: 
   
  BeakerÊs 
  Inn�Genuity 
  Expulsion Dance Club 
  Tragedy Strikes 
  Eureka 
  The Lofts 
   
  Street of the Alien 
  This street is virtually a demi�human ghetto.  Wealthy 
  demi�humans prefer to live on the Street of Upright 
  Living, but the rest congregate in the brick apartment 
  buildings along this road, away from the prejudiced, 
  ignorant human lower classes.  The odd moktar or two 
  also makes his home here. 
   
  The Fist has little interest in the demi�humans, as long as 
  they donÊt cause trouble, and has an agreement with 
  prominent neighborhood leaders to let the demi�humans 
  police themselves. 
   
  The local taverns and inns are unfriendly to humans, and 
  decidedly cool to demi�humans of a different breed than 
  their patrons.  A sampling of these are: 
   
  ProspectorÊs Rest (Dwarf inn) 
  PrezgarÊs Sylvan Grille (Elf tavern) 
  FattyÊs Inn (Halfling inn) 
  The Nugget (Dwarf tavern) 
   
  Street of Tormented Flesh 
  This quarter of the city is occupied primarily by slavers, 
  brothels, hospitals, and other purveyors of human flesh.  
  The poor also live in wooden tenements tucked between 
  the slave warehouses and manses of the flesh peddlers, 
  but it is an uneasy existence, as few slavers are above the 
  occasional poaching of citizens from these residences. 
   
  The slavers are responsible for keeping their property in 
  line – the fines imposed by the Unyielding Fist for 
  quelling uprisings are quite steep. 
   
  Slaving is a demanding trade, and after�hours the 
  overseers and pimps can be found relaxing at a few of 
  these establishments: 
   
  The Crying Shame 
  Bloody Brand 
  Whipping Hand 
  The Grumbler (with illicit fighting�pit in basement) 
  Fresh Flesh Inn 
   
  Tower of Feretha 
  The tower of the great wizard dominates the city of 
  Denethix.  This colossal eight�legged web of steel girders 
  stands in the middle of the Verdant Plaza, 1000Ê tall, 
  supporting a perfect white sphere 200Ê in diameter.  An 
  elevator runs through the center of the support structure 
  up into the white sphere. 
   
  Only the Vizier Yrenum and Captain Tyro of the 
  Unyielding Fist are permitted to enter the tower and 
  board the elevator. 
   
  Verdant Plaza 
  In the center of the city, surrounding the Tower of 
  Feretha and overlooking the Voltaic Cataract, is the 
  Verdant Plaza.  The city gardeners keep this park in 
  impeccable condition, with nary a flower petal out of 
  place.  There are wide lawns, tree�shaded rhododendron 
  hedge mazes, topiary gardens, orchards, vineyards, 
  flower beds, and a multitude of other botanical delights. 
   
  The gardens are patrolled by the mounted cavalry of the 
  Unyielding Fist, carrying lances, swords, and gilded 
  blunderbusses.  Both cavalrymen and mounts are 
  resplendent in their dress uniforms and ceremonial 
  barding. 
   
  Palais Immaculate 
  To the west of the Tower of Feretha is the Palais 
  Immaculate, the grand palace of the Vizier, Koyl 
  Yrenum.  The palace is a marble structure ten stories 
  high, and houses Koyl, his harem, eunuch slaves, 
  personal guard, sycophants, advisors, household staff, 
  and those dandies he finds entertaining at parties. 
   
  The basements of the palace contain various offices of 
  the civil services that Koyl has taken a personal interest 
  in:  particularly the Departments of Building Inspection, 
  Sanitation, and the Thaumaturgical and Engineering 
  Registries. 
   
  Palais Indomitable 
  On the opposite side of the Verdant Plaza stands the 
  Palais Indomitable, the massive towered fortress of 
  Captain Tyro.  The fortress itself houses the Unyielding 
  Fist, its armaments, and the repair�bays of the Steel 
  Leviathans. Below the Palais are the feared Judicial 
  Vaults, the dungeons where the sentences of the Star 
  Courts are carried out. 
   
  Palais Public 
  This seven story building is the center of political life in 
  Denethix.  The first floor of the building is dedicated to 
  the Hall of Deliberation, where the Exalted and Chosen 
  BrethrenÊs public sessions occur.  The upper floors are 
  dedicated to the offices of bureaucrats not esteemed 
  
  19 
  enough to have space in the Palais Immaculate, the 
  BrethrenÊs personal offices, and the Star Courts. 
   
  Inn of Alabaster Surprise 
  The legendary Inn is the place to be and be seen for the 
  decadent set.  This establishment caters to the most 
  exclusive clientele in Denethix, offering the finest in 
  culinary, erotic and narcotic pleasures. 
   
  The cheapest rooms to be had at the Inn start at 150 gp 
  per night, and the smallest suites start at 2,000 gp.  
  Meals are expensive, exotic, and exquisite, and are 
  priced accordingly.  Any pleasure that can be conceived 
  of is available for purchase in the Inn – the house harlots 
  are renowned for their skills. 
   
  The Inn consists of a series of buildings that have been 
  linked together over time.  As the establishment grew in 
  popularity, it has been exempted from the usual building 
  codes, and allowed to annex its neighbors.  The tallest 
  central building is six stories in height. 
   
  The Alabaster Surprise, source of the InnÊs success and 
  priced far beyond the means of all but the wealthiest, is a 
  captive pleasure elemental, bound on the sixth floor.  
  Only the InnÊs proprietor and a few sense�dulled eunuchs 
  are allowed regular access to this floor, and only they and 
  their clients are aware of the elementalÊs presence.  The 
  true nature of the Alabaster Surprise is a closely held 
  secret – the vast majority of Denethix knows only wild 
  rumors and outrageous lies. 
   
  Voltaic Cataract 
  Before FerethaÊs de�braining, he had his slaves excavate 
  a massive gorge, several miles long and 500Ê deep at its 
  head.  The river was then diverted into the gorge, the 
  resulting waterfall powering the paddle�wheel�driven 
  turbines he had strung across the gorge. 
   
  Electricity from the turbines provides power to the Tower 
  of Feretha, the Palais Immaculate, and the Palais 
  Indomitable.  Certain of the wealthiest mansions along 
  the Street of Upright Living across the river also have 
  power feeds, providing electric lighting and other 
  luxuries. 
   
  Flashes of lightning can be seen at night from the 
  turbines, creating an eerie spectacle for onlookers. 
   
  Floating Quarter 
  The wide bridges that originally spanned the gorge 
  proved too valuable as real estate to be used just for 
  mere transportation.  The bridges became crowded with 
  small buildings and temples, and stone and wooden 
  extensions were built.  Eventually, the space between the 
  two spans was entirely enclosed.  This section of the city 
  is now known as the Floating Quarter. 
   
   
   
   
  
  20 
  The Floating Quarter rises gently to a high point in the 
  middle of the structure, as the underlying bridges are 
  arched and buttressed.  From above, this part of the city 
  is most notable for its wooden streets.  If viewed from 
  below, the massive stone and wood buttresses and 
  wooden floors of the buildings and streets can be seen. 
   
  Apart from the trapdoors placed in the streets for 
  maintenance purposes, several buildings have private 
  trapdoors leading to haphazardly�constructed „under�
  bridges‰ of rope, used by thieves, escaped slaves, and 
  smugglers.  These under�bridges typically run to sewer 
  and storm drain outlets emptying into the gorge.  
  Explorers brave enough to try these under�bridges will 
  find that few are maintained – many were constructed 
  years or decades earlier for sinister purposes long since 
  fulfilled, and the elements have since taken their toll. 
   
  Bank Inviolable 
  The commercial growth in Denethix has awakened a 
  need for an institution missing from Earth for countless 
  millennia – a bank.  Money needs to be kept safe, loans 
  need to be issued, and interest needs to be accrued.  The 
  Bank Inviolable serves this need, for merchant and 
  adventurer alike. 
   
  A minimum balance of 1,000 gp is needed to open an 
  account, and safe deposit boxes are available for rent (50 
  gp per month). 
   
  The Bank Inviolable is named so boldly for a reason – its 
  four guardians, the Custodians of Fiduciary Duty.  A 
  Custodian is a man�shaped machine of iron and gold, 
  standing 20Ê tall, with eyes like searchlights.  They have 
  integral machine guns in pods on their forearms, to 
  annihilate potential thieves, and likely any unfortunates 
  standing too close to the intended target.  Two 
  Custodians oversee the bank lobby, and two stand in the 
  vault.  The Custodians are rumored to be able to divine 
  the intent of thieves through mystical means, as they will 
  occasionally fire on individuals waiting in line, reducing 
  them to a fine red mist.  An alternate theory is that the 
  Custodians are violently insane, randomly picking off 
  innocent bank patrons. 
   
  Bazaar Incomparable 
  No adventurerÊs visit to Denethix is complete without a 
  visit to the Bazaar Incomparable.  This plaza is filled with 
  the tents and stall of innumerable vendors, selling 
  anything and anyone imaginable.  For the modern tomb 
  looter, there is no place easier to unload ill�gotten grave 
  goods and dangerous antiquities. 
   
  Grand Temple 
  The Grand Temple is the center of religious life in 
  Denethix.  Services at the temple draw huge crowds, 
  who come on feast days to partake in the sacrificial 
  meals and receive the wisdom of the gods, typically in 
  that order. 
   
  Only the most popular gods are able to get time 
  scheduled for veneration at the major services in this 
  temple, due to the high fees charged to their priests.  Of 
  course, any god may appear in the massive 20Ê tall 
  GodÊs Eye, regardless of human schedules, but the least 
  and lesser gods seem to defer to the greater deities, and 
  visits from the minor deities are rare. 
   
  The Grand Temple also serves to house the record 
  keeping and other bureaucratic offices of the religious 
  hierarchy. 
   
  Temple of Science 
  This building is marked by the Sign of Science, three 
  overlapping ovals with a dot in the center.  The cult of 
  Science (described earlier) is housed here.  This is one of 
  the major Scientific temples in the Land of One 
  Thousand Towers, and thus contains a black pyramid, 
  with its ticking clock atop the summit.  They do not 
  utilize the services of the Grand Temple, holding the 
  priesthood in disdain. 
   
  Church of Starry Wisdom 
  The Church (described earlier) maintains a quiet present 
  in Denethix.  They are nominally part of the religious 
  hierarchy, but the relationship is tenuous, and the 
  followers of the Crawling Chaos have as little interaction 
  with the Grand Temple as possible. 
   
  Their Church is located in an eight�pointed star�shaped 
  tower, from which weird sonorous chanting can be heard 
  in the darkest hours of the night.  The basement of the 
  Church has entrances into the City Underfoot, by which 
  the bodies of sacrifices can be discreetly disposed of, and 
  things best not seen by their priestly neighbors smuggled 
  into the building. 
   
  The Academy of Elevated Thought 
  The Academy is a recent addition to Denethix. The 
  Vizier saw value in allowing investigation into ancient 
  technologies, outside the dogmatic strictures of the Cult 
  of Science. 
   
  The benefits gained in the decade since itÊs construction 
  have been great.  Electricity has been routed to the 
  wealthiest, a few operational combustion engines have 
  been manufactured, and the aging battalion of Steel 
  Leviathans has been restored to optimal condition.  
  There have been significant downsides as well – the 
  students at the academy are notorious rabble�rousers, 
  and the rebellious Society of the Luminous Spark draws 
  much of its membership and funding from Academy 
  
  21 
  alumni and pupils.  Captain Tyro and the Vizier have 
  fought more than once over the AcademyÊs current and 
  future role in Denethix. 
   
  The River Pristine and the River Effluent 
  Prior to the Voltaic Cataract, the great river flowing 
  through the center of Denethix is known as the River 
  Pristine.  The discharge from the cityÊs many storm 
  drains and sewers into the gorge have given the 
  downstream portion of the river a less complimentary 
  name – the River Effluent.  The River EffluentÊs brown 
  and foamy waters are profoundly polluted, and anyone 
  drinking the malodorous liquid must save vs. poison or 
  be incapacitated for 2d6 days. 
   
  The City Underfoot 
  The system of storm drains and sewers that run under 
  Denethix are known as the City Underfoot.  The Vizier, 
  who has a keen interest in city planning and engineering, 
  designed the original drainage systems himself, and his 
  draconian building codes have forced the continued 
  expansion of the labyrinthine sewers. 
   
  The City Underfoot consists of dozens of 20Ê wide main 
  drains dumping their contents into the gorge containing 
  the River Effluent.  The main drains slope further down 
  the closer they get to the gorge, opening on the cliff face 
  forty feet below the city. 
   
  Off the main drains are smaller feeder tunnels and 
  storage rooms, most poorly documented, if at all.  
  Thieves, beggars, the Society of the Luminous Spark, 
  and other miscreants have excavated their own additional 
  chambers, tunnels and access points.  Natural caves 
  found under the city during the excavation are also 
  incorporated into the City Underfoot. 
   
  The City Underfoot houses a multitude of wretched 
  beggars, rats, and grunkies, and the Society of the 
  Luminous Spark also uses the sewers as part of their 
  „underground highway,‰ to aid escaping slaves.  Rumors 
  abound of monstrous freaks and flesh�eating mutants, but 
  the Sanitation Dept. is a well�known haven of drunks and 
  liars, and such stories are best ignored. 
   
  Villages and Towns Surrounding Denethix 
   
  The city of Denethix is surrounded by five major towns 
  (Wickshire, Mellus, Harwich, Lugosi, and Retennis).  
  These are home to landed gentry and prosperous 
  farmers.  The towns are large enough to support several 
  temples, and some have their own GodÊs Eyes.  The land 
  around these towns is heavily farmed, as Denethix 
  provides a ready market for produce. 
   
  If a traveler continues further down the roads, he will find 
  an outer ring of small villages, where the farms are less 
  prosperous and the peasants often quite poor.  The 
  roads connecting these villages are the outer limit of the 
  patrols of the Unyielding Fist – sending regular patrols 
  further afield would cause conflict with nearby wizards, 
  which is something the Vizier and Captain Tyro 
  desperately want to avoid.  The villages themselves are 
  subject to occasional raids by bandits, goblins, and 
  moktars, and the lands beyond are deeply hazardous.  
  The only thing keeping marauders from being a greater 
  threat is the predation of the nearby wizards – they view 
  the local banditry and humanoid tribes as an ever�
  renewable resource for their experiments. 
   
  The border villages have few resources for adventurers, 
  and none are large enough to deserve a GodÊs Eye in 
  their few temples. 
   
  Below are a few points of interest about the towns and 
  villages of the area.  Further details of the towns (and of 
  the other named sites in the Greater Denethix Area map) 
  are left to the refereeÊs imagination. 
   
  Chelmsfordshire 
  Poor soil and laziness have left the dirt farmers of 
  Chelmsfordshire down on their luck.  The residents waste 
  most of their time hanging out at the Muddy Cup, the 
  villageÊs only tavern. 
   
  Gansett 
  The sandy soil here isnÊt very good for traditional 
  agriculture, but the farmers of Gansett have discovered 
  the benefits of mold�farming.  The farmers lay massive 
  black tarps across their land, and underneath grow thick, 
  edible multicolored molds.  Scraped from the ground and 
  formed into mold�cakes, they have a singularly bitter 
  taste, and serve as a dietary staple of the extremely poor 
  in Denethix. 
   
  Adventuresome visitors might try the Moldy Hole, 
  GansettÊs tavern (and inn, if patrons pay a little extra to 
  sleep in the barn out back).  The Moldy Hole serves a 
  liquor made from fermented mold and rotten beef, with 
  mild hallucinogenic properties.  Anyone drinking this 
  brew for the first time must save vs. poison or spend the 
  next 1d4 days retching, suffering a �2 on all saving 
  throws and attack rolls.  Subsequent bouts with this foul 
  brew do not require a save, as the drinker quickly builds 
  up a tolerance to it. 
   
  Harold’s Knife 
  Harold is thirty years dead, but the legend of his stabbing 
  ways lives on in the name of this village.  Depending on 
  how rich visitors look, the residents of HaroldÊs Knife are 
  either a few dozen hardscrabble farmers, or a few dozen 
  
  22 
  vicious bandits.  There are no businesses to speak of, but 
  most nights the menfolk gather at Terrible KarakÊs shack 
  to get drunk and complain about the lousy harvest, or if 
  KarakÊs feeling frisky, plot robbery, murder, and 
  kidnapping. 
   
  The womenfolk of the village are either far too closely 
  related to their common�law husbands, slaves purchased 
  in Denethix, or unfortunates captured during acts of 
  banditry. 
   
  Harwich 
  Besides being a thriving, well�to�do town, Harwich is also 
  a center for the arts, with a vibrant artistsÊ community.  
  Wealthy farmers seeking to appear more cultured 
  sponsor the many conservatories of Harwich, and grants, 
  studios, and housing are available for talented artists and 
  poets. 
   
  In the center of Harwich is a massive six�story organ, 
  funded by a sizable donation from the Vizier of Denethix.  
  A low two�story pentagonal building houses the 
  keyboards, stop knobs, and less weather�proof portions 
  of the organ, with the great pipes protruding from the 
  rear of the building. Pressurized air for the massive pipes 
  is provided by teams of mules on conveyor belts. 
   
  Popular inns and taverns of Harwich include The Organ 
  GrinderÊs Lament, The Thirsty Pipes, and Wet Your 
  Whistle. 
   
  Lannington 
  The tiny village of Lannington is home to hard�working, 
  frugal bog�farmers.  Cranberries, bog leeks, and flavored 
  lilies are the favored crops. 
   
  The unimaginatively named North Road Inn serves 
  various bog vegetables and frog meats, along with a 
  questionable cranberry wine. 
   
  Louisburgh 
  This village is more widely known by the name 
  „Stinkborough,‰ due to the stench of rotting meat that 
  fills the town.  The locals congregate at The PigÊs Bride, 
  the local inn and sole source of liquid refreshment. 
   
  Lugosi 
  Lugosi is a large working�class town, populated by both 
  local farmers and skilled craftsmen fleeing the urban 
  congestion of Denethix. 
   
  By quaint tradition, the exposed brick surfaces of 
  LugosiÊs buildings at street level are covered with mirrors.  
  None of the residents are aware of the traditionÊs actual 
  origins, but assume itÊs something vampire�related.  An 
  empty brick mausoleum in the townÊs cemetery is 
  referred to as the „Tomb of the Vampire,‰ but whatever 
  was interred in there was long ago stolen, and the place 
  is now only haunted by drunken teen�aged revelers. 
   
  The town is fairly quiet, except on the night of the bi�
  monthly Festival of Fangs.  During the festival, tourists 
  and locals alike dress in bat�themed costumes, with fake 
  fangs, and get stinking drunk on spiced wine sold from 
  street carts.  The streets are illuminated with torches, and 
  the reflection from the mirrored buildings (and the 
  mirrors hung on the backsides of window shutters) lights 
  up the town brighter than the noonday sun. 
   
  Popular inns and taverns include BelaÊs Bar and Grille, 
  The Sinking Fang, and The Effluent Pub. 
   
  Marston 
  Marston is a rough�and�tumble village, most frequently 
  visited by the gauchos who tend the cattle and 
  protoceratops herds in the plains to the east.  A gauchoÊs 
  life is a hard one, as bandits, moktars, goblins, and 
  wizards are a constant threat, and thus these men are 
  both tough and quick to violence. 
   
  Visitors to the Beef and Lizard Inn are wisely advised to 
  mind their own business, and travelers should definitely 
  avoid the „Not My Face‰ tavern. 
   
  Mellus 
  Mellus is the hard�working counterpart to the artistic 
  sensibilities of Harwich.  The farmers and other 
  tradesmen of the area are straightforward and practical 
  men. 
   
  Aside from farming, the major industry of Mellus is its 
  many distilleries.  All manner of liquors, from expensive 
  single malt whiskies to the cheapest of bathtub gins, are 
  made here. 
   
  When in Mellus, visitors in need of an inn or tavern 
  should consider The Taproom, The MoktarÊs Mug , and 
  The Off�Key Inn. 
   
  Retennis 
  Retennis is the wealthiest of the five towns surrounding 
  Denethix.  The lush, fertile land has made its farmers 
  prosper, and the the more rurally�inclined of DenethixÊs 
  wealthy have built their summer retreats among the 
  pleasant fields, meadows, and grottos. 
   
  The Garish Pheasant is considered the best tavern in 
  Retennis – for the rough�and�tumble adventurer class, the 
  mandatory blue blazer and ascot will be provided for an 
  additional fee. 
   
  
  23 
   
   
   
  Greater Denethix 
   
  More casual establishments include The Unruly Peasant 
  Tavern, The Ebullient Wizard, and PerytonÊs Redoubt. 
   
  Southdeep 
  This village is located in a deep sinkhole.  A single path 
  corkscrews its way around the sides, leading to the 
  bottom, while the residences and business of the village 
  are cut into the sides of the pit.  At the bottom of the 
  sinkhole is a fissure leading even further down, allowing 
  water to drain away that would otherwise collect and fill 
  the hole. 
  There is a single inn, The Subterranean, where travelers 
  can spend the night for an exorbitant fee (10 gp per 
  head), considering the poor quality of the rooms.  There 
  are also two taverns, The Bottomless Flagon and The 
  Whole Hole, where thirsts may be quenched. 
   
  Travelers can also spend the night for free in some of the 
  abandoned caves near the bottom of the hole, but will be 
  required by the village constabulary (a few local 
  representatives of the Unyielding Fist) to move on the 
  
  24 
  next day.  By longstanding tradition, no outsiders are 
  allowed permanent residence. 
   
  The sinkhole is surrounded by a copse of trees, and if 
  travelers do not already know the location of Southdeep, 
  it is 75% likely they will pass it by without noticing it. 
   
  Tarryfield 
  This tiny poverty�struck village is notable only for the 
  large, abandoned house on its outskirts.  The crumbling 
  manse with many gables and ornamental towers is home 
  to at least 1,000 cats.  The villagers stay well clear due to 
  the terrible stench.  A few of the most elderly villagers 
  vaguely recall the solitary old man who lived there, 
  Norton Terhou, but as he only rarely mingled with the 
  villagers, no one is certain what became of him or when.  
  On rare occasions a light is seen inside one of the high 
  windows at night, but the villagers donÊt know who would 
  want to visit the stinking place. 
   
  A single tavern serves the town, The Wretched, with a 
  loft for rent above the bar if patrons need a place for the 
  night.  Examination of the sign reveals that tavernÊs 
  name was clearly longer in the past – the bottom portion 
  has rotted off and only „The Wretched‰ remains. 
   
  The Cones 
  The buildings of this village are circular, with cone�
  shaped stone roofs.  A few larger structures have been 
  made by overlapping the round buildings and their roofs.  
  The residents believe the circular shapes protect them 
  from the unhealthy interests of the Caprango, a mythical 
  creature described as both a mist�like wraith, and a 
  demonic mix of goat, spider, and octopus. 
   
  Businesses of note include the Steaming Flagon, a 
  combination steam bath and tavern where patrons strip 
  down to white terrycloth towels while drinking fermented 
  sheepÊs milk, and the Timid Inn, a rather small hostelry 
  for travelers who require a room for the night. 
   
  Wickshire 
  This pleasant, well�to�do town lies along the clear waters 
  of the River Pristine.  The main road through the center 
  of town is lined on either side with ancient, weathered 
  stone heads, each fifteen feet tall.  These heads are 
  crudely sculpted, with their features almost completely 
  worn away.  The street is, unremarkably, referred to as 
  the Street of Heads by both visitors and locals. 
   
  There are several inns in Wickshire to service the 
  tourists:  The River Clam, The Headrest, and QuigleyÊs 
  Family Inn.  For those looking for a bit of nightlife, 
  House of the Dancing Quail is a popular club among the 
  young people, while Righteous Ale Pub and The 
  Unguent are high�quality taverns. 
  Denethix Encounters and Rumors 
   
  The following sections detail random tables for the 
  refereeÊs aid, when the party heads off into unexpected 
  territory.  Each table has ten or twenty entries.  The 
  details are kept brief, as the results are intended only to 
  provide an initial spark – the rest is left to the refereeÊs 
  improvisation. 
   
   
  City Rumors 
  1. 
  A were�grunkie is hunting beggars in the City 
  Underfoot. 
  2. 
  A man who casts no shadow is breaking into 
  buildings where people have recently been 
  murdered. 
  3. 
  A priest saw the Quiet GodÊs Star give birth to a 
  meteor that plummeted to earth somewhere far 
  south of the city. 
  4. 
  I know a guy who saw a ragged green tent in the 
  Bazaar that no one else could see.  The coward 
  refused to go in. 
  5. 
  The Men of Science know how to control the Steel 
  Leviathans. 
  6. 
  You can get anything you want at the Inn of 
  Alabaster Surprise. 
  7. 
  The slavers at the Obedient Service Company have 
  been manufacturing false men and selling them as 
  authentic. 
  8. 
  The GodÊs Eye in the Church of Starry Wisdom 
  doesnÊt even work. 
  9. 
  Another wrinkled, balding child was found 
  wandering around the Street of Lesser Men.  They 
  donÊt speak, none of them ever speak. 
  10. 
  A god told me to meet you here, and tell you to go 
  to the House of Seven Lights.  No idea who the 
  god was, or what he was talking about.  Thought 
  maybe youÊd know. 
  11. 
  When they were digging the City Underfoot, they 
  had to drive out some weird little blue fellows out 
  of the caves that were already there.  ItÊs all gotta 
  be flooded now, but my brother Bill told me he 
  saw a little blue man crawling into the storm drains 
  last night. 
  12. 
  The Purple CompanyÊs coming back from fighting 
  wizards off in the east.  Feretha ainÊt gonna like 
  that, I bet. 
  13. 
  I wish theyÊd catch whatever kidÊs drawing those 
  yellow signs all over the city.  IÊm starting to get 
  the willies lookinÊ at that thing all the time. 
  14. 
  I saw a green fellow, with spines like a cactus.  
  Tried to wear robes to hide it, but I saw. 
  15. 
  I know weÊre supposed to honor all the gods, but 
  those Hooded Priests of Pain are really wigging me 
  out.  I keep seeing them in front of my apartment 
  building in the middle of the night. 
  
  25 
  16. 
  Some of the dwarves in the Street of the Alien 
  started wearing red armbands.  ThatÊs gotta mean 
  some kind of trouble. 
  17. 
  Exalted Brother Ugliomo been hiring an awful lot 
  of moktars lately, donÊt you think? 
  18. 
  Sometimes thereÊs an island down in the gorge 
  under the city.  Most of the time there isnÊt, but 
  sometimes there is.  Got a big black pillar on it 
  when itÊs there. 
  19. 
  The SocietyÊs been kidnapping slavers. Sometimes 
  they leave the brain behind. Gross, huh? 
  20. 
  The Unyielding FistÊs got a new laser, see?  Big 
  one!  But get thisV itÊs fueled with people! People! 
   
   
  Unusual Curios 
  1. 
  Jar of formaldehyde, containing dinosaur embryo 
  2. 
  Miniaturized moktar, 4‰ tall.  Careful, he bites! 
  3. 
  Clockwork cat.  When wound up, meows 
  incessantly and scratches anyone who tries to pick 
  it up 
  4. 
  Hand puppet made of polished metal blades 
  5. 
  Ancient bronze box, containing still�beating heart 
  6. 
  Etched copper egg, warm to the touch 
  7. 
  Doll made entirely of human teeth wired together 
  8. 
  Deep black seashell, can hear horrible whispering 
  in unknown language if held to ear 
  9. 
  Crystal pyramid covered in a cold bluish flame, that 
  does not burn, or illuminate beyond a few inches 
  10. 
  Music box.  When wound, sounds like sobbing 
  woman 
  11. 
  Skeleton of three�headed fanged snake, held 
  together with wire 
  12. 
  Withered human hand, which will clutch at 
  anything placed in its palm 
  13. 
  Globe with shifting continents, showing the 
  movements of tectonic plates over EarthÊs history 
  14. 
  Collection of peryton figurines, each dressed in fine 
  clothing, holding umbrellas, etc. 
  15. 
  Elaborate skull�shaped clock.  At the stroke of 
  midnight, a clockwork grim reaper emerges from 
  an eye socket and intones „Now I chime for thee.‰ 
  16. 
  Large porcelain toad.  Top half of toad can be 
  lifted off to reveal smaller toad inside, ad infinitum 
  17. 
  Sweetly�scented ball of wax, with small placard 
  labeled „Sandwhale Ambergris‰ 
  18. 
  Bowl of 100 red glass beads, each with a powerful 
  magnet inside 
  19. 
  Greasy blue stone, impossibly sculpted into the 
  shape of a four�sided triangle.  Extended 
  examination causes nausea 
  20. 
  Stainless steel sphere that can be molded like 
  putty.  It will revert back to a sphere shape if left 
  unmolested for ten minutes 
   
   
  Shops of the Greater Denethix Area 
  1. 
  KeridÊs Snake Oils and Apothecary Supplies 
  2. 
  Legal Ordnance Guns & Bullet�smith 
  3. 
  Gases of the Forbidden Vale 
  4. 
  The WizardÊs Wenches 
  5. 
  IlorgoÊs Judgment�Free Taxidermy 
  6. 
  Authentic Mind Spices of the Lanthanide Wastes 
  7. 
  Saurian Perfumers 
  8. 
  Telemor and Franix – Armor and Weapon Gilders 
  Extraordinaire 
  9. 
  Nothing But Skulls 
  10. 
  MegloÊs Sculpting 
  11. 
  Tomb Fruits Grocery 
  12. 
  Tasteful Curios of the Forgotten Age 
  13. 
  Humiliating Human Harnesses 
  14. 
  The Ascot Emporium 
  15. 
  HuirguinÊs Exotic Chessboards 
  16. 
  Benthic Organisms, Bottled and Canned 
  17. 
  RunoÊs Mutilations, Brands and Tattoos 
  18. 
  GurphÊs Antique Obscenities 
  19. 
  Madame BrohnÊs Palm Reading 
  20. 
  Nergo & Sons Eldritch Booksellers 
   
   
   
   
  Random City Event 
  1. 
  Running of the Lumpenproles.  Pack of wealthy 
  masked troublemakers with stun batons herd and 
  chase beggars down the Street of Lesser Men 
  2. 
  Fist on Parade.  A procession of the Unyielding 
  Fist, both foot and mounted, and their Steel 
  Leviathans marches down the street, accompanied 
  by jaunty martial tunes 
  3. 
  Student Protest.  Young academics have 
  assembled, along with giant puppets of Feretha, 
  the Vizier, and Captain Tyro.  The Fist shows up 
  in 1d3 turns to break things up 
  4. 
  Funeral.  Huge numbers of sobbing mourners in 
  torn sack�cloth follow behind a horse�drawn 
  hearse.  If questioned, one of the mourners will 
  cheerfully explain „DidnÊt know the deceased 
  personally, but if you enjoyed the mourning, weÊre 
  professionals – hereÊs my card!‰ 
  5. 
  Duel.  Two dandies have finally had it with each 
  other, and itÊs pistols at twenty paces in the middle 
  of the street. 
  6. 
  BoyÊs Night Out.  A gleaming oil�fueled convertible 
  trundles down the street, driven by a pack of drug�
  addled dandies shouting „ItÊs off to the Alabaster 
  Surprise!‰ 
  7. 
  Justice is Served.  A spontaneous public flogging 
  of a miscreant, administered by a four�man patrol 
  of the Unyielding Fist 
  8. 
  Mimes.  Dozens of them, trapped in their invisible 
  boxes, silently pleading for help 
  
  26 
  9. 
  Preach It.  A peasant has been possessed by a 
  god, and is commanding the crowd to build a new 
  temple in the countryside 
  10. 
  Sewer Failure.  The sewers beneath the street have 
  backed up, and the overflow is bubbling into the 
  street, bringing grunkies and less savory creatures 
  up with the filth 
  11. 
  Livestock.  Cows, chickens, protoceratops and 
  other animals are being driven through the city 
  towards the slaughterhouses 
  12. 
  Brawl.  Too much drink too early in the day, and 
  the boys are at it again.  The Fist arrives in 1d3 
  turns to knock heads. 
  13. 
  Plague.  A procession of the diseased flaunts their 
  open sores and buboes, hoping for aid.  Mingling 
  with them requires a save vs. poison to avoid 
  infection 
  14. 
  Festival.  Priests bear relics of a god through the 
  city, exhorting the people to join the festival at 
  their temple 
  15. 
  State of the City.  The Vizier, his sycophants, 
  certain of the Exalted Brethren, and several units 
  of the Unyielding Fist are making a tour, inspecting 
  the condition of the city 
  16. 
  Scientific Wonders.  The Cult of Science is 
  parading through the city, the Head Scientist 
  towering above the crowd on his stilts and majestic 
  12�foot�long lab coat, followed by a dozen 
  Scientists sporting a garish assortment of 
  prosthetic limbs and tattoos 
  17. 
  Parade of Honor.  An adventurer is being carried 
  through the streets in a sedan chair, followed by a 
  parade of celebrants singing his praises.  If 
  questioned, one of the celebrants will cheerfully 
  explain „DonÊt really know what he did, but if you 
  like the praises, weÊre professionals – hereÊs my 
  card!  We do funerals, too!‰ 
  18. 
  Celebration.  A parade of decorative floats makes 
  its way through the city to the Verdant Plaza, 
  where food and beverage vendors have set up their 
  carts, and childrenÊs games are arranged by 
  volunteers from the Fist. 
  19. 
  Auction.  Someone wealthy crossed the wrong 
  man, and the city is conducting a post�execution 
  auction.  All the best stuff has already been 
  plundered by bureaucrats, but thereÊs still plenty of 
  furniture, rugs, antiques, and slaves up on the 
  block. 
  20. 
  Food Riot.  The mold harvest is late, and the 
  beggars and widows canÊt afford non�mold 
  produce.  A massive riot ensues, and the Fist and 
  their Steel Leviathans react with lethal force 
   
   
   
   
  City Encounters 
  1. 
  2d12 street urchins, looking for a handout 
  2. 
  2d6 beggars, also looking for a handout 
  3. 
  2d12 students, out on the town.  50% chance 
  theyÊre drunk 
  4. 
  1d8 demihumans (50% chance of halflings, 30% 
  dwarves, 20% elves) 
  5. 
  1d3 moktars, just minding their own business 
  6. 
  1d6 harlots, accompanied by pimp 25% of the 
  time 
  7. 
  1d3 pickpockets 
  8. 
  1d8 drunks.  „Do you know what your problem 
  is?‰ 
  9. 
  1d6 adventurers, just back from the wilderness and 
  looking to blow some ill�gotten tomb loot 
  10. 
  1d4 slavers and their wares, 2d8 slaves 
  11. 
  Patrol of the Unyielding Fist.  1d3 mounted in 
  wealthy neighborhoods or the Verdant Plaza, 2d4 
  on foot in middle�class areas, and 4d4 on foot with 
  1d2 Steel Leviathans in poor neighborhoods 
  12. 
  1d6 wealthy citizens.  Each male citizen will have 
  6d10 gold pieces, ladies will have 1d6x100 gp 
  worth of jewelry.  Men will be armed with pistols if 
  encountered in the poor sections of the city.  50% 
  friendly, 50% condescending and sarcastic 
  13. 
  1d6 streakers run by.  Looks like somebodyÊs been 
  eating Vermillion Nudibranch of Diminished 
  Inhibition again 
  14. 
  1d10 priests. 25% on a humanitarian mission, 25% 
  harassing for donations, 25% out drinking, 25% on 
  a punitive expedition 
  15. 
  Exalted Brother, entourage of 1d6 hangers�on, and 
  1d4 personal bodyguards 
  16. 
  1d4 scientists, out preaching.  50% chance of 
  unusual prosthetics 
  17. 
  1d4 barbarians, gawking at sights 
  18. 
  1d6 merchants from far�away villages, gawking at 
  sights 
  19. 
  Death lurks around every corner!  Roll on the 
  Danger in the City table below 
  20. 
  WhatÊs up with that guy?  Roll on the I Have A 
  Horrible Secret table below 
   
  
  27 
   
  Danger in the City 
  1. 
  1d6 muggers.  Treat as 1st thru 3rd level thieves, 
  armed with clubs, and 50% chance of leather 
  armor 
  2. 
  2d6 members of the Society of the Luminous 
  Spark.  Treat as 1st thru 4th level fighters, wearing 
  chain mail and wielding short swords and spears.  
  „Adventurers are part of the problem, not the 
  solution!‰ 
  3. 
  1d8 opportunistic slavers, looking for victims for 
  the illicit fighting pits.  Treat as 1st thru 4th level 
  fighters, with swords, clubs, and splint mail 
  4. 
  1d4 intoxicated moktars (AC 5, HD 2, hp 9, #AT 
  1, D 2�8, MV (30Ê), Save F 2, ML 8).  TheyÊve 
  been inhaling the Indigo Vapors of the Onid 
  Blossom, and are in a mood to fight 
  5. 
  Grunkie overlord (AC 5, HD 3, hp 14, #AT 3, D 
  1d3/1d3/1d6, MV (40Ê, swim 30Ê), Save F 3, ML 
  10) with 2d10 grunkies (AC 7, HD ½, #AT 1, D 
  1d3, MV (40Ê, swim 30Ê), Save F 1, ML 10 while 
  overlord alive, 8 otherwise) 
  6. 
  Just what have they been getting up to at the 
  Academy?  1d8 zombies (AC 8, HD 2, hp 9, #AT 
  1, D 1d8, MV (40Ê), Save F 1, ML 12), their veins 
  filled with thick blue sludge 
  7. 
  Sometimes mold cakes just donÊt satisfy. 1d8 
  beggars�turned�cannibal seek human flesh (AC 9, F 
  2, hp 9, #AT 1 (bite), D 1d4, MV (40Ê), Save F 2, 
  ML 8).  These lunatics bite with their sharply filed 
  teeth. 
  8. 
  Sometimes when you kill a beggar�turned�cannibal, 
  they donÊt stay dead.  1d3 ghouls (AC 6, HD 2, hp 
  8, #AT 3, D 1d3/1d3/1d3 plus paralyze, MV 
  (30Ê), Save F 2, ML 9) 
  9. 
  A gray ooze (AC 8, HD 3, hp 13, #AT 1, D 2d8, 
  MV (3Ê), Save F 2, ML 12) has crawled up from 
  the River Effluent 
  10. 
  1d4 shadows (AC 7, HD 2+2, hp 11, #AT 1, D 
  1d4 + strength drain, MV (30Ê), Save F 2, ML 12) 
   
   
  Town and Village Encounters 
  1. 
  1d8 drunken dirt farmers 
  2. 
  Patrol of the Unyielding Fist (2d4 soldiers, 
  mounted 75% of the time) 
  3. 
  1d3 slavers seeking volunteers, extolling the easy 
  life their slaves lead 
  4. 
  2d6 halflings 
  5. 
  Merchant caravan of 1d6 wagons on its way to 
  Denethix.  1d2 merchants and 1d4 guards per 
  wagon 
  6. 
  Procession of 2d8 silent, cowled priests 
  7. 
  1d8 wealthy citizens on vacation, taking a break 
  from the hustle and bustle of the big city 
  8. 
  Traveling salesman, with mule�drawn cart full of 
  merchandise 
  9. 
  Lonely group of 2d4 farmersÊ daughters, looking 
  for a party.  ItÊs so boring out in the country 
  10. 
  1d4 mounted gauchos driving a herd of 4d10 
  protoceratops 
  11. 
  Traveling veterinarian.  Specializes in farm animals, 
  but has 25% chance of successfully curing any 
  disease on humans and demi�humans 
  12. 
  1d6 traveling musicians, who will write songs about 
  the partyÊs exploits for a small fee (25 gp) 
  13. 
  2d6 refugees fleeing tyrannical wizards, headed 
  towards Denethix 
  14. 
  2d4 bureaucrats from Denethix (25% tax 
  collectors, 25% regulators, 50% on bogus junket) 
  15. 
  1d6 farmers going about their business 
  16. 
  Traveling puppet show, with 1d6 puppeteers.  The 
  puppets beat each other with sticks! 
  17. 
  Sausage vendor, with mule�drawn cooking cart.  
  Each sausage eaten has a 25% chance of 
  incapacitating the consumer for 24 hours 
  18. 
  Ancient agricultural robot, planting seeds in the 
  rocky soil.  It does not respond in any way to the 
  party or anyone else, as its audio sensors rotted 
  away long ago 
  19. 
  Strife! Violence! Murder!  Roll on the Good Clean 
  Country Violence table below 
  20 
  Seriously, thereÊs something up with that guy!  Roll 
  on the I Have A Horrible Secret table below 
   
  
  28 
   
  Good Clean Country Violence 
  1. 
  Werewolf (AC 5, HD 4, hp 18, #AT 1, D 2�4, MV 
  (60Ê), Save F 4, ML 8).  50% of the time, heÊs just 
  in a bite�and�run kind of mood 
  2. 
  2d6 highwaymen (AC 7, F 1, hp 5, #AT 1, D 
  1d6, MV (40Ê), Save F 1, ML 8), wearing leather 
  armor, carrying shields, and armed with short 
  swords and spears 
  3. 
  2d4 drunken dirt farmers (AC 9, HD ½, hp 2, 
  #AT 1, D 1d4, MV (40Ê), Save F 0, ML 9), looking 
  to dust up with those city slickers (or dungeon 
  slickers, as the case may be) 
  4. 
  Mob of 2d12 angry halflings (AC 9, H 1, hp 4, 
  #AT 1, D 1d6, MV (40Ê), Save H 1, ML 8), 
  looking to take on a few of the Tall Folk 
  5. 
  Ankheg (AC 3, HD 4, hp 20, #AT 1, D 3d6 + 
  1d4, MV (40Ê), Save F 4, ML 9) bursts from the 
  ground.  It will attempt to kill a victim and drag the 
  corpse off to eat in peace 
  6. 
  Pack of 4d4 wild dogs (AC 7, HD 1 + 1, hp 6, 
  #AT 1, D 1d4, MV (50Ê), Save F 1, ML 7) 
  7. 
  1d10 slavers (AC 5, F 1, hp 5, #AT 1, D 1d6, MV 
  (30Ê), Save F 1, ML 8), looking for a few toughs for 
  the fighting pits 
  8. 
  Group of 2d4 buffoonish farmersÊ sons (AC 9, HD 
  ½, hp 3, #AT 1, D 1d4, MV (40Ê), Save F 0, ML 
  7) looking for their sisters whoÊve taken up with a 
  bunch of no�good city slickers.  Any outsiders will 
  be met with unbridled aggression 
  9. 
  2d4 goblin raiders (AC 6, HD 1�1, hp 3, #AT 1, D 
  1d6, MV (20Ê), Save Normal Man, ML 7) have 
  snuck out of the wilderness 
  10. 
  1d3 perytons (AC 5, HD 4, MV (40Ê, fly 120Ê), 
  #AT 1, D 1d6 or 1d10 (charge), Save F 4, ML 8) 
  – 60% cast human�shaped shadows sweeping 
  across the land and leave, 40% swoop down, 
  looking for oh�so�delicious human hearts 
   
   
  Fashion for Wealthy Gentlemen 
  1�3. 
  Blue blazer and puffy ascot.  You canÊt go 
  wrong with the classics! 
  4. 
  Blue blazer and flat ascot.  Flat?  Watch 
  out for that devil�may�care attitude! 
  5. 
  Close�cut blue blazer and ostentatiously 
  ruffled ascot.  This lad is fancy! 
  6. 
  White pants and a pastel polo shirt, with a 
  sweater tied around the waist.  Add a 
  smug smile and arched eyebrow, and Biff 
  is looking good! 
  7. 
  Richly dyed leather jacket with multiple 
  zippers, over silk shirt and leather pants.  
  Look out world, this dandy is Tough with 
  a capital ÂTÊ! 
  8. 
  Classic ascot and blazer, but hair is 
  sculpted into wing shapes.  Serious 
  expression means this one is a deep 
  thinker! 
  9. 
  Glittering suit in bright primary color, with 
  incredibly wide shoulders.  For formal 
  occasions only! 
  10. 
  Roll again, face and other exposed skin is 
  painted white, with black lipstick to add 
  contrast.  So dark and sensitive! 
   
   
  Haute Couture for Ladies of Means 
  1�4. 
  Corset and bustle, traditionally ribbed with 
  froghemoth bone.  Formal, yet alluring 
  5. 
  Bustle, held up with nothing but a pair of 
  carefully positioned suspenders.  
  Scandalous! And how does it keep from 
  slipping? 
  6. 
  Traditional formal�wear accentuated with 
  a towering sculpted hairdo.  The Âdo 
  demands respect! 
  7. 
  White shorts and a low�cut pastel polo 
  shirt, and a sweater tied around the waist 
  in case it gets chilly.  The sporting look 
  suits you, Muffy! 
  8. 
  Traditional formal�wear corset and bustle, 
  with massive collar, supported by wires 
  attached to correspondingly massive wide�
  brimmed hat.  The ceaseless neck pain is 
  a small sacrifice for couture 
  9. 
  Artfully torn leather pants, with artfully 
  torn silk blouse, and artfully ragged silk 
  scarf.  Who IS that bad girl? 
  10. 
  Roll again, face and other exposed skin is 
  painted white, with black lipstick to add 
  contrast.  This ladyÊs an intellectual! 
   
   
   
  
  29 
  Barkeepers of Denethix 
  Roll 1d10.  Add nothing for a dive, +5 for an average 
  quality tavern, and +10 for a fancy establishment. 
  1. 
  „Urgh‰ the Moktar, a mangy specimen with a 
  nasty fungal infection.  Not entirely proficient with 
  the common tongue, he serves whatever strikes his 
  fancy and ignores complaints – itÊs all just noise to 
  him 
  2. 
  „Fats‰ Felitus, sweats profusely and smells like 
  cheese due to gland problems 
  3. 
  Pink Betty („but you can just call me Pink, 
  gorgeous!‰) is a lascivious, obese septuagenarian, 
  who will trade drinks or rumors for carnal favors 
  with either gender.  Those who take her up on her 
  offers are 50% likely to get a horrible rash (�2 to hit 
  for 1d4 weeks due to itching) 
  4. 
  „Blue‰, nicknamed as such due to his argyria.  He 
  is a colloidal silver addict, and will be highly 
  paranoid if under its effects (30% of the time) 
  5. 
  Adreno Jerry, a smooth�talking dealer in 
  intoxicants of all stripes.  His adrenochrome is 
  disturbingly fresh 
  6. 
  Silent Nigel, his tongue was cut out when he was 
  captured by a particularly cruel pack of goblins 
  7. 
  Prudd, a dour�faced old grump.  HeÊll serve the 
  party, but conversations with him all end with dire 
  predictions of the partyÊs probable torture, 
  mutilation, and death 
  8. 
  Glem Rust, an eager and dim redhead who loves 
  tales of adventure, and tells horrendously 
  dangerous fabrications to sound important if an 
  impressive party of PCÊs starts asking him for 
  rumors 
  9. 
  Debbie Truno, a sad, middle�aged woman whose 
  husband and child died of the tunicate plague 
  10. 
  „Pistol‰ Vernon, a man distinguished for the pair 
  of hand cannons he wears on his belt.  He knows 
  how to use them should need arise (level 2 fighter) 
  11. 
  Pervis, a cheerful divorcee whose wife ran off with 
  an adventurer, who then were both captured and 
  eaten by moktars.  HeÊll relate this information 
  with great relish if he finds out the players are 
  adventurers themselves 
  12. 
  Mabel, a young lady with a horrible secret.  Roll on 
  the I Have A Horrible Secret table below. 
  13. 
  „Cast Iron‰ Ron, a bodybuilder who bartends to 
  pay the bills.  His 18 Strength attracts quite a bit of 
  attention, but he will politely decline any offers to 
  go adventuring – his interests are himself and the 
  ladies, in that order 
  14. 
  Obar Murphy, a rail�thin man with a narrow, curled 
  moustache and oily hair.  He has a raspy voice, 
  and laughs disconcertingly at nothing during 
  conversations 
  15. 
  Mary Hursenbuck, a no�nonsense matronly 
  woman, who serves her customers efficiently 
  16. 
  „Golden‰ Tony, a man with a shimmering gold 
  lamé tuxedo, unctuous smile, and condescending 
  tone 
  17. 
  Ynithiria, a stunning platinum blonde in a pastel 
  pant�suit.  SheÊs indifferent to lecherous advances, 
  having received them all her life, but is a sucker for 
  unusual taxidermy 
  18. 
  Glessid, a genetically modified eunuch with glowing 
  green skin.  He had been captured by a scheming 
  pair of wizards in the Saurian Lowlands, but 
  midway through their experiment they turned on 
  each other.  He escaped in the turmoil and made 
  his way to Denethix 
  19. 
  Zynider and Zynithid, two impeccably dressed 
  halfling twins.  One stands astride the otherÊs 
  shoulders to reach the high shelves.  They are 
  perfectly sympathetic to patrons who despise 
  demihumans, because of course they are such 
  revolting creatures, and itÊs a terrible shame to be 
  served by such, and this round is on the house if it 
  would alleviate your displeasure, sir 
  20. 
  Silver�skinned creature of living metal, with a 
  smooth featureless face.  It never speaks, but 
  colored lights blink deep within the polished 
  surface of its head when addressed by the party 
   
   
   
   
   
   
   
  I Have A Horrible Secret 
  1. 
  Doppelganger 
  2. 
  Connoisseur of human flesh 
  3. 
  Wizard in disguise 
  4. 
  Possessed by a god 
  5. 
  Undead horror 
  6. 
  Adrenochrome addict 
  7. 
  Has no soul 
  8. 
  Visitor from other dimension 
  9. 
  Hideous mutant under carefully constructed 
  clothing 
  10. 
  Deeply in love with flesh�eating monster 
  11. 
  Ancient automaton with realistic artificial skin 
  12. 
  Cultist of Church of Starry Wisdom 
  13. 
  In thrall to evil intelligent weapon 
  14. 
  Skin exudes contact poison 
  15. 
  Accidentally killed someone.  And everyone who 
  saw through poor cover�up attempts.  Ran out of 
  room in the basement for more bodies. 
  16. 
  Necrophiliac 
  17. 
  Controlled by parasitic wasp larvae 
  18. 
  Cannot die 
  19. 
  Manufactures homicidal dolls 
  20. 
  Aspect of Nyarlathotep 
  
  30 
   
  Rustic Villagers 
  1. 
  Krug Tubble, semi�retired bandit, does a bit of 
  farming between highway robberies 
  2. 
  Lenny, drooling imbecile who touches goats in an 
  inappropriate fashion 
  3. 
  Horeb, alcoholic failure of a farmer and father of 
  27 
  4. 
  Thelma, serial widow and dairy farmer 
  5. 
  Agrinomus, farmer and long�winded earthworm 
  expert 
  6. 
  Pugel, farmer and inventor of the deeply unpopular 
  Fermented Cricket Paste 
  7. 
  Melanie Tiber, hardworking farmer and supporter 
  of deadbeat husband 
  8. 
  Brett Crudo, middling farmer and toughest man in 
  the village 
  9. 
  Rennie, peacock farmer.  Affects an air of country 
  wisdom, and picks teeth with peacock quill 
  10. 
  Gulcur, local farmer, famed among his neighbors 
  for his delicious face bacon 
  11. 
  Lorne Renshaw, unsuccessful farmer who believes 
  his neighbors are monsters wearing human skins 
  12. 
  Anna, deeply ambitious farmerÊs daughter.  She 
  firmly believes she is destined for far better things 
  13. 
  Zepeda, artichoke farmer with plenty of heart 
  14. 
  Paul Hoppe, expert in animal husbandry.  Gives 
  unsolicited demonstrations 
  15. 
  Barris, seeks to combine potato and carrot into a 
  tuber he calls „parrot‰ 
  16. 
  Deb, harried mother of 7.  Her husband left her 
  for one of those fanged elven hussies 
  17. 
  Kurt Lum, lazy oaf who survives by stealing food 
  from his neighbors 
  18. 
  Tina Livadary, pregnant farmerÊs wife.  Dogs howl 
  at the sight of her 
  19. 
  Kell Cornwell, a terrible minstrel who sings songs 
  of crop failures and other mundane tragedies.  He 
  spends most of his time at the bottom of a bottle 
  20. 
  Dawn, desperately bored farmerÊs daughter looking 
  for a little excitement 
   
   
  The Urban Poor 
  1. 
  Malcolm, a bitter, legless beggar, who gets around 
  on a wheeled board 
  2. 
  Regina, uptight widow 
  3. 
  Meglo, a brain�damaged nitwit who enjoys eating 
  raw pigeons he catches with his bare hands 
  4. 
  Kreg, refugee from the Feasting Trees 
  5. 
  Melba, middle�aged syphilitic harlot, covered with 
  weeping sores – „But hey, half price on Tuesdays!‰ 
  6. 
  Nurbina, a deeply paranoid escaped slave, who 
  murdered her mistress 
  7. 
  Mumo, nose�picker and small�time thug 
  8. 
  Ulinilio, a bloated slave incubator, looking for 
  robust men to impregnate her so she can sell the 
  infants.  The mood may be dampened by the 
  presence of a certified notary to verify intercourse 
  and lineage. 
  9. 
  „Two�Nose‰ Sam, obsequious beggar and two�
  nosed mutant 
  10. 
  Chekon, an occasionally employed lanthanide 
  addict 
  11. 
  Tarbol, alcoholic factory worker 
  12. 
  Sally Sangria, cheerful serving girl 
  13. 
  Slippery Gort, street�wise pickpocket 
  14. 
  Raif, plucky young chimneysweep 
  15. 
  Fanutis, professional beggar.  „I donÊt need to beg, 
  I could get a straight job.  I just like meeting 
  people.‰ 
  16. 
  Old Betty, hateful withered crone and poisoner of 
  dogs and noisy children 
  17. 
  Angelsbreath, a beggar with breath that reeks of 
  decay.  Her taste for heavily�sugared mold cakes 
  has rotted her teeth to foul brown stumps 
  18. 
  Jokarnis, a hard�working idiot.  Sadly mutated, his 
  left arm is a fleshy tentacle 
  19. 
  Benarto, beggar.  Carries a sign, „Will Work For 
  Mold‰ 
  20. 
  Malazar, disoriented street prophet 
   
  
  31 
   
  The Bourgeoisie 
  1. 
  Fambo Lark, butcher of exotic meats 
  2. 
  „Bullet‰ Bill Thompson, an outgoing bullet�smith 
  3. 
  Zark Argot, gruff hafnium merchant 
  4. 
  Tefek, a cruel and miserable overseer at a box 
  factory 
  5. 
  Crush Grimskull, meat�headed pit fighting coach 
  6. 
  Galoi Armiter, professor of pre�apocalyptic history 
  at the Academy 
  7. 
  Nebs Feyith, high�priced doxy and spy for the 
  Society of the Luminous Spark 
  8. 
  Alan Hekase, an unctuous lieutenant of the 
  Unyielding Fist 
  9. 
  Bethene Madrak, a frigid Assistant Sub�
  Commissioner of City Planning 
  10. 
  Brank Ekstan, abrasive pimp 
  11. 
  Tiffany Tanza, popular stage actress and irritating 
  narcissist 
  12. 
  Bell Razid, baker and cultist of the Church of 
  Starry Wisdom 
  13. 
  Olaf Garuntno, studious mechanical engineer 
  14. 
  Falath Elb, alcoholic lecher and renowned architect 
  15. 
  Kroid Dunbar, minstrel and ladiesÊ man 
  16. 
  Han Iritri, profoundly depressed metallurgist 
  17. 
  Eric Southman, argumentative dentist 
  18. 
  Neriv Abunsco, a painter haunted by terrible 
  dreams 
  19. 
  Irene Puizik, retired tomb looter.  SheÊs spent her 
  fortune, and survives by selling corpses of 
  questionable provenance to the AcademyÊs 
  anatomy department 
  20. 
  Zarlo Ek, master chef with a violent temper 
   
   
  The Opulent 
  1. 
  Varis, wealthy landowner and cheerful dilettante 
  2. 
  Mikel Benzo, scheming Councilor of Proper 
  Apportionment 
  3. 
  Mercy Humboldt, eccentric heiress and river�squid 
  aficionado 
  4. 
  Cassid Artelius, factory owner & devoted Scientist.  
  Badly injured in an accident at his factory, the right 
  half of his body has been replaced by steel 
  prosthetics 
  5. 
  Nikolo Fermian, an Exalted Brother who is entirely 
  in the pockets of the Flesh Debtholders 
  6. 
  Bram Ovard, factory owner and master thief 
  7. 
  Alyssa Cosgrove, sweetly smiling slave dealer 
  8. 
  Paraviddik, high�ranking priest and epicurean 
  9. 
  Tern Fansard, strait�laced arms manufacturer 
  10. 
  Qual Melarn, shareholder in the Bank Inviolable 
  and condescending prig 
  11. 
  Mary Unfus, daughter of an Exalted Brother, has a 
  forbidden halfling fetish.  Not just one, mind you – 
  lots and lots of them, all at once. 
  12. 
  Ralf Urngen, affable drunken buffoon and wealthy 
  layabout 
  13. 
  Prenz Hectar, bordello owner with something to 
  hide.  Roll on the I Have A Horrible Secret table 
  above. 
  14. 
  Roman Quilk, charming importer of pre�
  apocalyptic artifacts 
  15. 
  Polin Morgrensen, cruel son of a froghemoth�
  rendering plant owner 
  16. 
  Hepp Thinblood, cynical investor in several toxin 
  plants 
  17. 
  Prudd Nilson, scandalously outrageous drug addict 
  and black sheep of the Nilson family 
  18. 
  Leese Hubbard, moody heiress.  „No one 
  understands me!‰ 
  19. 
  Mormod Waginski, Exalted Brother and 
  enthusiastic big game hunter 
  20. 
  Davrik Lerdingfast, heartless slumlord and weapon 
  collector 
   
  
  32 
   
  The Alien 
  1. 
  „Buns‰ Silika, female halfling.  Perky and fun, and 
  under the delusion that her nickname is due to her 
  hairstyle 
  2. 
  Harold Webb, male halfling.  Rails endlessly against 
  the stereotype that halflings are thieves.  
  Incorrigible kleptomaniac 
  3. 
  Lapid Aftering, male halfling and industrious 
  cobbler 
  4. 
  Bruno Wurst, male halfling and defensive sewage 
  professional.  „IÊd like to see you tall folk fit in the 
  pipes I can!‰ 
  5. 
  Grold, male dwarf and grizzled lanthanide 
  prospector 
  6. 
  Shunk, male dwarf, conniving mineral dealer and 
  unrepentant coprophage 
  7. 
  Nargod, male dwarf and last survivor of a dwarven 
  tribe slaughtered by goblins 
  8. 
  Ornezgar, male elf, shunned due to use of sleep 
  spells in antisocial ways 
  9. 
  Uditha, female elf and semi�professional menhir 
  designer 
  10. 
  Eaok, male moktar.  Degenerate kicked out of his 
  tribe due to disturbing anti�human�flesh�eating 
  stance 
   
   
  A Smattering of Orbital Deities 
  1. 
  Nisis, goddess of the things that crawl underneath.  
  Manifests as crawling insects, worms, arachnids, 
  and centipedes 
  2. 
  Iithius, goddess of flowering plants and herbs.  
  Manifests as field of flowering poppies blowing in 
  the wind 
  3. 
  Wurgol, god of cutlery.  Manifests as a still image 
  of a fork and spoon 
  4. 
  Theosaurid, god of dinosaurs.  Manifests as a 
  glittering bejewelled Tyrannosaurus Rex 
  5. 
  Peltia, goddess of love.  Manifests as woman of 
  unearthly beauty 
  6. 
  Lominox, god of tragedy.  Manifests as veiled 
  figure in black robes.  His pronouncements are 
  accompanied by weeping 
  7. 
  Lodik, god of history.  Manifests as a dusty leather�
  bound tome, whose pages flip to reveal his 
  pronouncements 
  8. 
  Qqakraw, god of ambushes.  Manifests as bare�
  chested warrior with necklace of fanged teeth 
  9. 
  Calina, goddess of the Twelve Annihilations.  
  Manifests as a clock face, ticking its way towards 
  midnight 
  10. 
  Triboron, god of pollution.  Manifests as heaps of 
  rotting garbage and offal 
  11. 
  Kiod, god of robots.  Manifests as golden 
  clockwork man 
  12. 
  Saban, god of conspiracies.  Manifests as robed 
  man with featureless white mask 
  13. 
  Daog, god of pits.  Manifests as the utter blackness 
  of the ultimate abyss 
  14. 
  Galona, goddess of torture.  Manifests as woman 
  pierced in an iron maiden 
  15. 
  Tabik, god of cold.  Manifests as frozen corpse, still 
  speaking 
  16. 
  Coros, god of humility.  Does not manifest visually, 
  only speaks 
  17. 
  Voil, god of stains.  Manifests as filthy man in 
  profoundly stained clothing 
  18. 
  Minga, goddess of baldness.  Manifests as a 
  beautiful hairless woman 
  19. 
  Turbax, god of construction.  Manifests as a burly 
  fellow with a hammer and saw 
  20. 
  Rhiolades, god of wine.  Manifests as clean�cut 
  fellow in blue blazer and ascot, sipping on a half�
  full glass of wine 
   
  
  33 
   
  Henchmen for Hire 
  1. 
  Laerdan, Fighter, Male. Won a hard�boiled egg 
  eating contest once. 
  2. 
  „Twitch‰, Thief, Male. Twitches violently when he 
  talks. 
  3. 
  Francis del Grok, Fighter, Male. Sixth son of a 
  wealthy merchant. Out�of�work snob. 
  4. 
  Slezgar, Elf, Male. Enthusiastic about hanging out 
  with those short�lived humans. 
  5. 
  Melzgar, Elf, Male. Strange fascination with 
  halflings. 
  6. 
  The Claw, Magic�User, Male. Behaves in sinister 
  fashion, trying to live up to the foreboding name 
  his parents gave him. 
  7. 
  Rollo, Dwarf, Male. Believes he is cursed to die 
  violently beneath the earth, along with all his heirs. 
  8. 
  Doug Bickerin, Cleric, Male. He doesnÊt have a 
  drinking problem, heÊs just thirsty. 
  9. 
  Hobbs, Halfling, Male. Wishes he was much, much 
  taller. 
  10. 
  „Bunny‰, Thief, Female. Love of bubble gum, hair 
  spray, and grand larceny. 
  11. 
  Margaret the Flame, Magic�User, Female. Her hair 
  is black; the nickname is because she keeps setting 
  things (and people) on fire. 
   
  12. 
   
  Black Harris, Cleric, Male. Hates people in 
  general, unemployed filthy peasants in particular. 
  13. 
  Markus, Fighter, Male. Agent of the Church of 
  Starry Wisdom. Will turn on the party when he 
  thinks he can get away with it. 
  14. 
  Karo the Sweet, Fighter, Male. You know whoÊs 
  hot? KaroÊs hot, baby. 
  15. 
  Borgonar, Dwarf, Male. Obese even by dwarf 
  standards. 
  16. 
  Arto Heavensward, Halfling, Male. Former 
  taxidermist, makes inappropriate comments about 
  how well employerÊs features would preserve. 
  17. 
  Nancy the Wrathful, Fighter, Female. Beat a man 
  to death with his own severed arm, but sheÊs 
  gotten better about her anger problems. Really. 
  18. 
  Brilena, Fighter, Female. Mothers employers, other 
  NPCÊs, captured monsters, etc. 
  19. 
  Niberius, Fighter, Male. Seeks man with conjoined 
  twin who murdered his family. 
  20. 
  Mighty Yord, Fighter, Male.  Barbarian from the 
  Worthless North, looking to get rich quick. 
   
   
   
  Post*Apocalyptic Equipment 
   
  There is a renaissance of sorts underway in Denethix, 
  spearheaded by the Academy of Elevated Thought.  
  Ancient secrets such as the manufacture of guns, 
  combustion engines, and electric lighting are being 
  rediscovered.  The Cult of ScienceÊs dogmatic 
  stranglehold on ancient technology is slowly being 
  broken. 
   
  While technologies are being rediscovered, the underlying 
  principles are barely understood, and the state of industry 
  is fairly rough.  There is no notion of the assembly line, 
  and every item is hand�crafted.  When replacement parts 
  for a machine are needed, they too must be hand�crafted 
  to fit properly.  The state of affairs is so bad that even 
  bullets must be custom�cast to fit the rifling of gun 
  barrels. 
   
  Gunpowder is unknown in Denethix – instead, the 
  propellant used is a waxy paste made from the 
  excretions of the giant fusillade beetles of the Lanthanide 
  Wastes.  Both the trip to the Wastes and the beetles 
  themselves are incredibly dangerous, which results in the 
  exceedingly high price of beetle�paste. 
   
  The following tables detail technological items that 
  players may acquire.  From the weapon tables, only 
  pistols and rifles should be publicly offered for sale.  
  Other items are simply not available on the open market, 
  due to rarity (for ancient technical artifacts), difficulty of 
  manufacture, or regulation by the Unyielding Fist. 
   
  Pistol, small: Tiny palm�sized pistols, capable of holding 
  one or two bullets.  Easily concealed, these are the 
  perfect weapon for discreet dandies. 
   
  Pistol, large:  These massive hand cannons are typically 
  6�chambered revolvers, although there are a few models 
  that take clips of up to 8 bullets. 
   
  Rifle, breech�loading:  These hand�crafted rifles are often 
  carved into fantastical shapes, to increase their beauty 
  and/or fearsomeness.  Breech�loaders can hold a single 
  shot. 
   
  Rifle, repeating:  These are the favored weapons of the 
  Unyielding Fist, and typically hold clips of 6 or 8 bullets. 
   
  Shotgun:  Like breech�loading rifles, these weapons are 
  often sculpted into fearsome shapes.  They come in 
  single and two�barrel versions, and all are breech�loading 
  (holding one shell per barrel).  Shotgun barrels can be 
  sawed off to decrease weight, and increase the chance to 
  hit, but range is cut in half.  Double�barrelled shotguns 
  
  34 
  have two triggers, and both shells may be fired at once to 
  increase damage. 
   
  Machine gun, light:  These weapons are quite dangerous, 
  but not very popular due to their wastefulness with 
  bullets.  When firing a single shot, they are much like 
  rifles (with shorter range).  When fired in burst mode 
  (expending 10 bullets), they have greatly increased 
  damage and an improved chance to hit. 
   
  Machine gun, heavy:  These water�cooled, tripod�
  mounted killing machines are not the most accurate, but 
  they do suppress enemy fire wonderfully.  Their only 
  firing mode is a burst of 10 bullets.  They have a chance 
  to hit all creatures within a 10Ê wide path up to their 
  maximum range.  Further, anyone in the path not 
  actively taking cover must save vs. death or take an 
  additional 10 points of damage, which will also disrupt 
  any spellcasting attempts for the round.  Heavy machine 
  guns always fire first in a round, regardless of initiative (if 
  two heavy machine gunners oppose each other, they fire 
  in initiative order against each other). 
   
  Grenade:  These small bombs are ridged iron spheres 
  packed with beetle�paste.  A short fuse sticks out from 
  the top of the grenade.  To use a grenade, the fuse must 
  be lit, and the grenade thrown.  It will explode within 1d3 
  rounds after being lit.  These weapons are not popular, 
  as the grenade is often thrown back to its owner.  The 
  fuse can be cut short, so that it explodes shortly after 
  impact with no chance of it being returned, but there is a 
  30% chance that such a grenade will go off in the 
  throwerÊs hand.  A grenade does 1d8 points of damage 
  to all in a 10Ê radius, and 1d4 points of damage to those 
  between 10Ê and 20Ê of the weapon. 
   
  Ranged Weapons 
   
  Cost and 
   
  Attack Adjustment for Range 
  Number of 
  Name 
  Weight 
  Damage 
  Short 
  Medium 
  Long 
  Shots 
  Pistol, small 
  350 gp 
  1 lb. 
  1d4 
  Up to 10Ê 
  +1 
  Vto 20Ê 
  0 
  Vto 30Ê 
  �1 
  1 or 2 bullets 
  Pistol, large 
  750 gp 
  4 lb. 
  1d6 
  Up to 15Ê 
  +1 
  Vto 30Ê 
  0 
  Vto 45Ê 
  �1 
  6 for revolver, or 
  by clip size 
  Rifle, breech�
  loading 
  1,500 gp 
  12 lb. 
  1d6 
  Up to 100Ê 
  +2 
  Vto 200Ê 
  +1 
  Vto 300Ê 
  0 
   
  Rifle, repeating 
  3,000 gp 
  14 lb. 
  1d6 
  Up to 100Ê 
  +2 
  Vto 200Ê 
  +1 
  Vto 300Ê 
  0 
  By clip size 
  Shotgun 
  (double barrel) 
  2,000 gp 
  4,000 gp 
  12 lb. 
   
   
  Per range: 
  2 shells: 
  Up to 10Ê 
  +2 
  1d8 
  1d12 
  Vto 20Ê 
  +1 
  1d4 
  1d6 
  Vto 30Ê 
  0 
  1d2 
  1d3 
  1 or 2 shells 
  Shotgun, sawed 
  off 
  Price as 
  above 
  10 lb. 
   
   
  Per range: 
  2 shells: 
  Up to 5Ê 
  +3 
  1d8 
  1d12 
  Vto 10Ê 
  +2 
  1d4 
  1d6 
  Vto 15Ê 
  +1 
  1d2 
  1d3 
  1 or 2 shells 
  Machine gun, 
  light 
  7,500 gp 
  10 lb. 
  Single: 1d6 
   
  Burst: 1d8+2 
  Up to 20Ê 
  +2 
  +3 
  Vto 40Ê 
  +1 
  +2 
  Vto 60Ê 
  0 
  +1 
  Clips in various 
  sizes, or drum of 
  100 
  Machine gun, 
  heavy 
  25,000 gp 
  90 lb. 
  Burst: 1d10 
  (suppressive) 
  Up to 50Ê 
  +1 
  Vto 100Ê 
  0 
  Vto 150Ê 
  �1 
  Chain�fed 
  Grenade 
  400 gp 
  1 lb. 
  10Ê out: 1d8 
  20Ê out: 1d4 
  50Ê max 
  0 
  n/a 
  n/a 
  n/a 
  Plasma rifle, 
  light 
  2,500 gp 
  8 lb. 
  1d6 (fire) 
  Up to 20Ê 
  +2 
  Vto 40Ê 
  +1 
  Vto 60Ê 
  0 
  Clips of 8 
  plasma charges 
  Plasma cannon, 
  heavy 
  8,000 gp 
  15 lb. 
  1d6+4 (fire) 
  Up to 25Ê 
  +2 
  Vto 50Ê 
  +1 
  Vto 75Ê 
  0 
  Drum of 20 
  plasma charges 
  Laser pistol 
  3,000 gp 
  2 lb. 
  1d8 (light) 
  60Ê max 
  +1 
  n/a 
  n/a 
  Holds energy for 
  3 shots 
  Laser rifle 
  9,000 gp 
  6 lb. 
  1d8+2 (light) 
  300Ê max 
  +1 
  n/a 
  n/a 
  Holds energy for 
  10 shots 
  Flamethrower, 
  small 
  4,000 gp 
  8 lb. 
  1d8 (3 
  rounds for 
  napalm) 
  10Ê max 
  +2 
  n/a 
  n/a 
  Holds enough oil 
  or napalm for 3 
  shots 
  
  35 
   
  Plasma rifle, light:  The secret of manufacturing these 
  ancient weapons has not yet been re�discovered.  They 
  fire searing�hot bolts of plasma, damaging any creatures 
  affected by fire.  Even rarer than the weapons are the 
  clips of ammunition (each clip holds 8 plasma charges). 
   
  Plasma cannon, heavy:  These are heavier versions of 
  the plasma rifle, capable of shooting larger plasma bolts 
  for slightly longer distances.  These weapons use large 
  drums of ammunition, each holding 20 oversized plasma 
  charges. 
   
  Laser pistol:  Lasers are another ancient technology – 
  any laser weaponry discovered will be several thousand 
  years old.  They can hold enough energy to fire 3 shots, 
  but after that they will need to be recharged in special 
  electrically�powered charging stations.  Laser damage is 
  caused by an intensely focused beam of light, and 
  damages any creatures that fear light or fire.  Vampires 
  and shadows take double damage from lasers.  Gaseous 
  form does not protect vampires from laser damage. 
   
  Laser rifle: A longer�range, more powerful version of the 
  laser pistol.  It holds enough energy for 10 shots. 
   
  Flamethrower, small:  This weapon shoots a pressurized 
  stream of flaming fuel up to 10Ê.  The fuel sprays in a 
  cone 1Ê wide at its far end.  If loaded with lantern oil, the 
  fuel will burn for only the round in which it is fired, doing 
  1d8 points of damage.  Jellied napalm will burn for 3 
  rounds, doing 1d8 points of damage per round.  The fuel 
  is stored in a cylindrical tank attached under the barrel of 
  the weapon. 
   
  Bullets for pistols, rifles, and machine guns must be 
  hand�crafted to match that weaponÊs barrel diameter and 
  rifling, and to account for imperfections in the barrelÊs 
  manufacture.  Ammunition not specifically made for a 
  particular gun has only a 50% chance of even fitting in 
  the firing chamber, causes a �2 to hit penalty, and 10% of 
  the time will explode in the chamber, wrecking the gun 
  and causing 1d4 damage to the wielder.  Bullets are thus 
  difficult to produce, and nearly worthless without the gun 
  they were crafted for. 
   
  Shotgun shells do not have the problems of bullets, and 
  are generally reusable between different shotguns of 
  similar gauges.  There is a 50% chance that a strange 
  shell will fit a particular shotgun. 
   
  Plasma charges are small clear plastic cylinders with 
  rounded ends, and have a faint red glow to them.  They 
  are roughly the same size as a shotgun shell. 
   
  Jellied napalm, if lit up and tossed as flasks of oil are, will 
  burn for 4 rounds rather than 2, causing 1d8 points of 
  damage.  It is not generally available for purchase. 
   
  Empty clips can be purchased, for fast reloading. 
   
  Reloading a gun or plasma weapon that has run out of 
  ammunition takes a full round, if the ammunition is at 
  hand (shells or bullets in a bandolier, or bullets loaded 
  into a spare clip for weapons that take clips).  Reloading 
  a flamethrower takes a full turn. 
   
  The use of guns in a dungeon is highly likely to attract 
  wandering monsters.  The shots from rifles, pistols, and 
  shotguns will echo loudly through the halls of the 
  dungeon, and the next wandering monster check should 
  use 3�in�6 instead of the normal 1�in�6.  Use of machine 
  guns is even worse, causing a wandering monster check 
  immediately after combat ends at a 4�in�6 chance. 
   
  Bullets, shells, and loaded guns have an additional 
  weakness:  if the wielder is subjected to fire� or electricity�
  based attacks, he must make a separate save (versus 
  spells or breath attacks, as appropriate) to avoid the 
  ammunition going off all at once, destroying any loaded 
  weapons and causing 1d6 damage per 6 bullets/shells 
  (round down) to all within a 10Ê radius. 
   
  Lasers, plasma weapons, and flamethrowers are not so 
  noisy, and do not change wandering monster checks. 
   
  Ammunition 
  Name 
  Cost 
  Weight 
  Bullet 
  5 gp 
  25 per lb. 
  Bullet, silver 
  10 gp 
  25 per lb. 
  Bullet, gold 
  20 gp 
  12 per lb. 
  Shotgun shell 
  20 gp 
  3 per lb. 
  Shotgun shell, silver shot 
  40 gp 
  3 per lb 
  Shotgun shell, gold shot 
  80 gp 
  1 lb 
  Light plasma charge 
  200 gp 
  5 per lb 
  Heavy plasma charge 
  300 gp 
  3 per lb 
  Flask of jellied napalm 
  500 gp 
  1 lb. 
  Empty clip 
  60 gp 
  – 
  Empty drum 
  100 gp 
  1 lb. 
   
  Manifold weapons:  Manifold weapons are outlines of 
  blades in stiff wire, connected to ornately�carved jeweled 
  hilts.  Depressing the jewel will cause the weapon to 
  activate – the wire vibrates so rapidly it nearly 
  disappears, and is replaced by a field of blue Cherenkov 
  radiation.  The energized wire has phase�shifted across 
  several dimensions and is now effectively a +2 magic 
  weapon, capable of damaging creatures only hit by 
  magical weapons.  Manifold weapons will radiate magic 
  when activated, but when deactivated they have no 
  magical aura.  The wire blades can be rolled up to more 
  
  36 
  easily conceal the weapons, but 2 rounds must be spent 
  straightening the wire before a blade can be used again. 
   
  Note that the blue light emitted by activated manifold 
  weapons only illuminates an area of 1Ê radius, and thus is 
  not a useful torch replacement. 
  Stun baton:  These light batons only do 1d2 points of 
  damage on a successful hit, but if a button is depressed, 
  the baton will additionally give an electrical shock that will 
  stun the victim for 1d3 rounds, unless they save vs. 
  paralyzation.  Stun batons have up to 20 charges, and 
  require special equipment to recharge. 
   
  Melee Weapons 
  Name 
  Cost 
  Attack Bonus 
  Damage 
  Weight 
  Manifold dagger 
  2,000 gp 
  +2 
  1d4+2 
  1 lb. 
  Manifold long sword 
  6,000 gp 
  +2 
  1d8+2 
  1 lb. 
  Manifold short sword 
  4,000 gp 
  +2 
  1d6+2 
  1 lb. 
  Stun baton 
  3,500 gp 
  0 
  1d2 (stun) 
  1 lb 
   
  There are a few non�combat�related items that 
  adventurers may find useful, as well. 
   
  Baby grunkie:  These 1 hp creatures make excellent pets, 
  until they become juveniles, at which point they become 
  highly aggressive towards their owners.  Young grunkies 
  are deeply inquisitive and can be used to poke at 
  potentially dangerous things, or can simply be tossed as 
  distracting snacks to monsters. 
   
  Bear Trap:  This heavy jawed trap is intended to catch 
  the legs of creatures that step into it.  It will cause 1d2 
  points of damage, and if secured to the floor by a chain, 
  restrict movement until the victim escapes.  If not 
  secured, the victim may move at half their normal 
  movement rate until the trap is removed.  Removing the 
  trap requires a successful „force doors‰ roll.  If the roll 
  fails, whoever tried to pry open the trap must wait a full 
  turn before they can try again. 
   
  Gas mask:  The filters on these ancient relics are usually 
  shot, but they still give a +2 bonus when saving against 
  any kind of gas or odor effects.  The mask is hard to see 
  out of, and characters wearing one will suffer a �1 penalty 
  on rolls to hit. 
   
  Hand truck: A hand truck can be used to move large, 
  bulky items through the dungeon.  They donÊt do very 
  well on stairs, however, and the noise of trying to roll 
  them up and down without losing the load will cause an 
  additional wandering monster check. 
   
  Lighter:  Much more convenient than a flint and tinder, 
  these luxuries are fueled by lantern oil.  If used in lieu of 
  a torch or lantern, they will last for 3 turns, and only 
  illuminate a 1Ê radius area. 
   
  Paint gun:  These guns use air pressure to fire paint 
  pellets, with a maximum range of 30Ê.  They are very 
  useful for marking trails through the woods, or in 
  underground labyrinths.  They may also be used to mark 
  invisible creatures if a successful „to hit‰ roll is made.  A 
  paint�splattered invisible creature can be attacked without 
  the normal �4 penalty.  A paint gun canister can hold 50 
  pellets. 
   
  Paint pellet:  Small half�inch round balloons made of 
  grunkie membrane, and filled with bright paint. 
   
  Retractable 20Ê pole:  This 20Ê aluminum pole is made of 
  four nesting sections, and can be retracted to only 5Ê 
  long for transport.  The outermost 5Ê section of the pole 
  is wrapped in leather, to increase grip and decrease the 
  chance of electrical shock. 
   
  Miscellaneous Equipment 
  Name 
  Cost 
  Weight 
  Baby grunkie 
  1 gp 
  – 
  Bear trap 
  25 gp 
  50 lb. 
  Gas mask 
  1,500 gp 
  2 lb. 
  Hand truck 
  20 gp 
  20 lb. 
  Lighter 
  25 gp 
  – 
  Paint gun 
  20 gp 
  2 lb. 
  Paint pellet 
  1 sp 
  – 
  Retractable 20Ê pole 
  15 gp 
  5 lb. 
   
  
  37 
  Cost of Living 
   
  The following tables detail the costs for living in Denethix 
  and the surrounding towns.  Occasionally the players are 
  going to want to stay inside somewhere for the night, 
  and eat something other than iron rations. 
   
  Note that real estate in Denethix itself is not purchased, 
  but is semi�permanently leased.  In the poorer 
  neighborhoods, the Vizier occasionally terminates these 
  leases and evicts the tenants for one of his city planning 
  projects, and some or none of the lease cost may be 
  refunded. 
   
   
  A Night at the Inn 
  Inn Type 
  Room Type 
  Cost 
  Village 
  Common room 
  1 sp 
  Village 
  Single 
  1 gp 
  Town, cheap 
  Common room 
  5 sp 
  Town, cheap 
  Single 
  2 gp 
  Town, average 
  Single 
  5 gp 
  Town, average 
  Suite 
  15 gp 
  Town, high end 
  Single 
  10 gp 
  Town, high end 
  Suite 
  50 gp 
  Denethix, flophouse 
  Common room 
  5 cp 
  Denethix, flophouse 
  Single 
  2 sp 
  Denethix, cheap 
  Common room 
  1 gp 
  Denethix, cheap 
  Single 
  5 gp 
  Denethix, average 
  Single 
  10 gp 
  Denethix, average 
  Suite 
  75 gp 
  Denethix, high end 
  Single 
  100 gp 
  Denethix, high end 
  Suite 
  500 gp 
  Inn of Alabaster 
  Surprise 
  Single 
  100+ gp 
  Inn of Alabaster 
  Surprise 
  Suite 
  1,000+ 
  gp 
   
   
  Monthly Rental Costs (prices in gold pieces) 
  Location/ 
  Street 
  Rude 
  Hut 
  Cottage 
  House 
  Fancy 
  House 
  Studio 
  Apt 
  1 br 
  Apt 
  2 br 
  Apt 
  3 br 
  Apt 
  Penthouse 
  Apt 
  Village 
  10 
  20 
  50 
  250 
  – 
  – 
  – 
  – 
  – 
  Town 
  – 
  50 
  100 
  500 
  – 
  – 
  – 
  – 
  – 
  Lesser Men 
  – 
  – 
  – 
  – 
  10 
  20 
  25 
  35 
  – 
  Ind. Efforts 
  – 
  – 
  – 
  – 
  10 
  20 
  25 
  35 
  – 
  Torm. Flesh 
  – 
  – 
  – 
  – 
  15 
  20 
  30 
  40 
  – 
  Alien 
  – 
  – 
  – 
  – 
  15 
  25 
  40 
  50 
  – 
  Students 
  – 
  – 
  – 
  – 
  30 
  50 
  65 
  100 
  – 
  Worthy Serv. 
  – 
  – 
  600 
  3,000 
  75 
  150 
  250 
  350 
  600 
  Upr. Living 
  – 
  – 
  15,000 
  40,000 
  500 
  1,000 
  1,500 
  2,500 
  7,500 
   
   
  Purchasing a Home (prices in gold pieces) 
  Location/ 
  Street 
  Rude 
  Hut 
  Cottage 
  House 
  Fancy 
  House 
  Studio 
  Apt 
  1 br 
  Apt 
  2 br 
  Apt 
  3 br 
  Apt 
  Penthouse 
  Apt 
  Village 
  100 
  400 
  2,000 
  10k 
  – 
  – 
  – 
  – 
  – 
  Town 
  – 
  5,000 
  10k 
  50k 
  – 
  – 
  – 
  – 
  – 
  Lesser Men 
  – 
  – 
  – 
  – 
  1,000 
  2,000 
  2,500 
  3,500 
  – 
  Ind. Efforts 
  – 
  – 
  – 
  – 
  1,000 
  2,000 
  2,500 
  3,500 
  – 
  Torm. Flesh 
  – 
  – 
  – 
  – 
  1,500 
  2,000 
  3,000 
  4,000 
  – 
  Alien 
  – 
  – 
  – 
  – 
  1,500 
  2,500 
  4,000 
  5,000 
  – 
  Students 
  – 
  – 
  – 
  – 
  3,000 
  5,000 
  6,500 
  10k 
  – 
  Worthy Serv. 
  – 
  – 
  60k 
  300k 
  7,500 
  15k 
  25k 
  35k 
  60k 
  Upr. Living 
  – 
  – 
  1.5m 
  4m 
  50k 
  100k 
  150k 
  250k 
  750k 
   
  
  38 
  Typical meals and their costs may be found on the 
  following tables: 
   
  Occasionally Tapeworm Free Meals 
  Meal 
  Cost 
  Mold cake 
  1 cp 
  Rat on a stick 
  1 cp 
  Rat on a stick, cooked 
  2 cp 
  Just the stick 
  Free 
  Grunkie giblets 
  2 cp 
  Cup of rice 
  2 cp 
  Roast potato 
  2 cp 
  Stale bread 
  2 cp 
  Roast plantain 
  3 cp 
  Stewed meat, well past its prime 
  3 cp 
  Boiled snails 
  3 cp 
  Brick of congealed fat 
  4 cp 
  Meat of mysterious origin 
  6 cp 
   
   
  Quality Fare 
  Meal 
  Cost 
  Boiled greens 
  1 sp 
  Salad and cheese 
  1 sp 
  Protoceratops lung 
  2 sp 
  Spiced grunkie legs 
  3 sp 
  Cream and clotted blood 
  3 sp 
  Baked river catfish 
  5 sp 
  Gall bladder sandwich 
  6 sp 
  Chicken foot dumplings 
  7 sp 
  Tripe and potato pie 
  1 gp 
  Roast chicken 
  3 gp 
  Protoceratops filet 
  5 gp 
  Beef and breadfruit 
  8 gp 
  Ox head stuffed with onions 
  10 gp 
  Eyes in tomato sauce 
  15 gp 
  Pyramid of Bacon 
  20 gp 
  Sugared beef squares in butter 
  25 gp 
   
   
   
   
  Food for the Fancy Lad 
  Meal 
  Cost 
  Braised wolf brisket 
  30 gp 
  Fried stirge with blood biscuit 
  35 gp 
  Sautéed carnivorous beetle 
  35 gp 
  Pickled cobra ovipositors 
  40 gp 
  Sailgator neural spines 
  45 gp 
  Crab spider silk glands with colloidal gold 
  dressing 
  85 gp 
  Lion cubes with rice 
  90 gp 
  Spicy baboon lips 
  90 gp 
  Collard greens wrapped in froghemoth 
  blubber 
  120 gp 
  Glazed river shark liver 
  150 gp 
  Ankheg claw with scalloped potatoes and 
  cream sauce 
  200 gp 
  Baked peryton heart 
  200 gp 
  Allosaur haunch in leek sauce 
  400 gp 
  Roast compsognathus stuffed with edible wax 
  sculpture of customer 
  500 gp 
   
  Wizards 
   
  The Land of One Thousand Towers is ruled by a class of 
  terrible beings collectively known as „wizards‰ to their 
  terrified subjects. 
   
  A wizard is more than just an ordinary sorcerer – they 
  are creatures with a lust for power so great that it twists 
  reality.  They desire it above all else, to exert their will as 
  they see fit.  They spend their lives researching the 
  arcane and sifting through ancient ruined cities for potent 
  artifacts.  Super�science and sorcery are both but a 
  means towards an end – total mastery of all they survey. 
   
  Most wizards were once human, and most of those have 
  mutated horribly in some way, whether as a result of 
  super�science gone horribly awry, super�science gone 
  horribly exactly as planned, or the metaphysical 
  manifestation of their philosophies. 
   
  Wizards encountered are of three sorts:  those too weak 
  to construct and defend their own towers, those who do 
  hold their own towers and dominate the landscape for 
  miles around, and those who eschew permanent holdings 
  in order to better scavenge the ruins for technological 
  relics. 
  
  39 
  Wizards vary widely in class – many are magic�users, but 
  fighters and even thieves who have augmented their 
  powers with super�science are known.  There are no 
  clerics, however – no wizardÊs ego could permit the 
  notion of a higher power than their own will. 
   
  Many of the magical items and ancient relics a wizard 
  possesses are fueled more by his will than any source of 
  scientific or thaumaturgical power.  Such items operate 
  for only a brief period after the wizardÊs demise. 
   
  Some sample wizards are provided for the refereeÊs use.  
  Future books will describe more of these wizards and 
  their minions. 
   
  Canus, Lord of the Hounds 
  No. Enc: 1 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 3 
  Hit Dice: 4th level fighter (20 hp) 
  Attacks: 1 (energy whip) 
  Damage: 1d6, see below 
  Save: F 4 
  Morale: 10 
  Hoard Class: XIX 
  XP: 190 
   
  Once there was a barbarian, vicious even by the 
  standards of the reavers of his tribe.  This man was 
  driven away by his brethren when he began to turn on 
  his own, slaying men, women, and children who had 
  failed to show him the respect his might deserved. 
   
  Canus (for that was his name) wandered long across the 
  Land of One Thousand Suns, leaving a trail of murder 
  and savagery, until he came across a wizard in need of a 
  test subject.  The wizard had spent long years studying in 
  the ruins of a pet cloning company, learning the fine art 
  of gene splicing.  The wizard attempted to restrain 
  Canus, and inject him with the DNA samples he had 
  concocted, but there is always danger in using barbarians 
  as test subjects – Canus killed the sorcerer with a bite to 
  the throat as he leaned over to deliver the injection. 
   
  Canus was blessed with more than just sociopathic 
  behavior and brute strength – he was a quick study, and 
  soon produced more of the pet�cloning serum.  He 
  captured dozens of helpless test subjects, and learned the 
  serumÊs true power – the production of the Dober�Men 
  (see the Monsters section for more details).  Soon he had 
  an army of these dog�headed freaks, and he has used 
  them to carve a personal city�state for himself out of the 
  barren wilderness. 
   
  Canus rules his lands from a four�story stone tower he 
  calls „the Kennel.‰  The stone tower has no visible 
  entrance, and no windows except on the uppermost 
  floor.  It is entered from an underground cave system he 
  calls „the Den,‰ where he keeps his army of Dober�Men 
  at the ready. 
   
  CanusÊs long association with the Dober�Men has twisted 
  his body into a „wolf�man‰ shape.  He is covered with 
  black shaggy hair, except on his pink nose, and has a 
  pair of pointed ears sticking out of the top of his head. 
   
  In combat, Canus wears a suit of plate mail and wields an 
  energy whip.  The whip does 1d6 points of damage on a 
  hit, and if the victim fails a save vs. paralyzation, he will 
  be tangled in the whip.  Targets tangled in the whip will 
  continue to take 1d6 points of damage per round 
  automatically until they free themselves via a successful 
  save vs. paralyzation.  This energy whip will cease to 
  function 1d4 days after CanusÊs death, as it is powered 
  only by his twisted will. 
   
  Canus additionally has the power to charm dogs and 
  wolves.  He may charm one dog or wolf per round, up to 
  a total of four.  The dog must save vs. spell; if successful, 
  they are only confused (as per the spell) instead of 
  charmed.  A charmed dog is entirely under CanusÊs 
  command, and will unhesitatingly attack its former 
  master if so ordered. 
   
  Ferayn, Wizard of Tab*Nakel 
  No. Enc: 1 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 5 
  Hit Dice: 6th level magic�user (18 hp) 
  Attacks: 1 (+2 dagger) 
  Damage: 1d4 + 2 
  Save: MU 6 
  Morale: 6 
  Hoard Class: XVIII 
  XP: 820 
   
  Ferayn is the ruler of the city�state Tab�Nakel.  He is a 
  thin, sickly�looking man, with no natural hair.  He wears 
  a scarf on his head to hide his baldness, and has tattooed 
  a small beard, moustache, and eyebrows on his face.  
  Any comments about his lack of hair will send him into a 
  murderous rage.  He is a 6th level magic�user, wields a 
  +2 protonium dagger if cornered, and wears bracers of 
  armor, AC 5.  Ferayn typically has these spells 
  memorized: shield, sleep, arcane lock, invisibility, fire 
  ball, and fly. 
   
  The city of Tab�Nakel is a ramshackle collection of 
  crudely�built huts and buildings, surrounding a massive 
  
  40 
  step�pyramid, with a 60Ê tall statue of a human upper 
  body atop it.  The 20Ê tall bearded stone head of this 
  statue is both a flying machine and weapon.  It can 
  detach from the body, and fly at a rate of 30Ê (10Ê).  The 
  operator may, once per round, fire high�energy lasers 
  from the glowing blue eyes.  They use the operatorÊs to�
  hit chances (use dexterity modifiers to adjust chances), 
  and do 3d6 points of damage on a successful hit.  Both 
  lasers are considered a single attack; do not roll two 
  separate attacks.  The head must have a clear line of 
  sight to attack, and since the head cannot be tilted, this 
  typically means that the head must be floating very close 
  to the ground to threaten anyone.  The eye lasers have a 
  range of 240Ê.  The head may be treated as AC �2, has 
  90 hp, and saves as a 12th level fighter. 
   
  The operator of the head may speak into a microphone 
  inside, and his words will be echoed loudly and deeply by 
  the head.  Entrance to the head may be gained through a 
  trapdoor underneath (sealed in flight), or through the 
  mouth. 
   
  When raiding for supplies and minions, Ferayn will fly 
  alone in his giant stone head, and send his Exterminators 
  forth to pillage. He will then meet them at pre�appointed 
  locations, both to vomit forth enchanted hypno�weapons 
  for the prisoners, and to receive the tributes of foodstuffs 
  that the Exterminators plunder from the locals. 
   
  The hypno�weapons that the head vomits forth are 
  swords, axes, spears, pistols, breech�loading rifles, and 
  bandoliers of ammo for those rifles and pistols.  The 
  handles/stocks of these weapons have all been painted 
  red, marking them as the instruments of the 
  Exterminators.  They are infused with FeraynÊs will, and 
  anyone touching them must save vs. spells or become 
  enthralled by Ferayn, seeking only to kill all non�
  Exterminators (unless Ferayn orders otherwise, which is 
  rare).  Breaking contact with the weapon is enough to 
  end the enchantment in the early stages, but if a 
  character should still be charmed after a weekÊs time, the 
  enchantment will become permanent.  Note that 
  characters who save successfully are not granted 
  immunity from the effects indefinitely, and will have to 
  save every turn they remain in contact with the weapon, 
  until they become enchanted or drop it. 
   
  Should Ferayn be killed, his weapons will lose their 
  enchantment, although those who have permanently 
  come under FeraynÊs influence will remain psychotic 
  killers.  The head will cease to operate within a day, as it 
  is powered by his insane will to dominate and destroy. 
   
  FeraynÊs minions are Exterminators (see the Monsters 
  section for more details).  When raiding and otherwise 
  terrorizing the countryside, he is always in his giant 
  floating head, but may (25% chance) have a group of 4d6 
  of them leading the way on foot. 
   
  Monsator, Lord of the Stalks 
  No. Enc: 1 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 7 
  Hit Dice: 3 (21 hp) 
  Attacks: 1 
  Damage: 2d4 
  Save: F3 
  Morale: 8 
  Hoard Class: XII 
  XP: 65 
   
  Monsator was once just a local farmer with a surly 
  disposition.  This changed when he discovered a strange 
  vault door buried near his farm, while digging a new root 
  cellar.  Behind the vault door was an ancient cryogenic 
  storage facility for a genetic engineering firm.  Being an 
  enterprising sort, he collected the various embryo and 
  seed samples, ground them up, and used them to fertilize 
  his cornfield. 
   
  The DNA from the embryos, seeds, spores, and 
  retroviruses proved a potent cocktail, and was nearly the 
  end of Monsator.  He had contacted and inhaled much of 
  this DNA mixture, and became feverish after a few days, 
  eventually lapsing into a coma.  When he finally awoke, 
  he felt invigorated and refreshed, despite the strange 
  fleshy seed�pods that now covered his body.  What was 
  truly shocking was the spectacle that greeted him upon 
  inspecting his cornfields:  the cornstalks had become 
  animate, marching about the field.  They recognized their 
  genetic brother and master in this simple farmer.  
  Monsator had acquired an army. 
   
  They say that power corrupts, and absolute power 
  corrupts absolutely.  MonsatorÊs power is something less 
  than absolute, but he has put his corn army to work 
  regardless, emulating the powerful wizards that all men 
  fear.  He has limited himself to raids on his hated 
  neighbors so far, stealing their livestock, burning their 
  farms, and enslaving the survivors.  He brings the loot 
  and prisoners back to his „wizardÊs tower,‰ a structure 
  much like a grain silo, on a grander and more martial 
  scale. 
   
  Monsator attacks with a pitchfork he has modified with 
  parts from a plasma pistol.  It has a range of 120Ê, and 
  does 2d4 points of damage.  The weapon will cease to 
  function within several hours of separation from 
  Monsator, as it is only his insane will that keeps it 
  functioning. 
   
  
  41 
  MonsatorÊs minions are Cornstalk Warriors (see the 
  Monsters section for more details), and he is always 
  accompanied by 2d6 of them when he roams abroad, 
  mounted atop his reliable draft horse, Tess. 
   
  Anomalous Subsurface Environment 
   
  History of the Dungeon 
  Unlike other dungeons, the Anomalous Subsurface 
  Environment was not constructed by any sentient hands.  
  Rather, it came into being spontaneously, voids suddenly 
  forming in the rock beneath Mount Rendon.  It is will 
  without intelligence, embodied in stone, metal, and 
  magic. 
   
  The dungeon has spawned elemental spirits to maintain 
  itself.  The dungeon elementals are responsible for 
  maintenance of the dungeon, repairing damage to the 
  stonework, replacing rotted wood and rusted iron, and 
  resetting mechanical and magical traps.  They are only 
  very rarely seen by the dungeonÊs inhabitants or intruding 
  adventuring parties.  The dungeon elementals are also 
  responsible for closing and opening doors throughout the 
  dungeon, occasionally trapping some living non�sentient 
  dungeon vermin inside a room, or opening doors so that 
  wandering vermin may follow a party down an otherwise 
  inaccessible corridor. 
   
  The Anomalous Subsurface Environment has no 
  mastermind behind it, and no Big Bad Evil Guy waiting at 
  its bottom for the players to confront and Save The Day.  
  It does have a history, though, it has inhabitants with 
  their own goals and desires, and it is full of mysteries for 
  the players to discover and figure out. 
   
  Nearly 4,000 years ago, Integrated Mineral Exploration 
  Services, a subsidiary of megacorporation Dynamic 
  Materials, Inc., stumbled across an unusual cave 
  formation while probing for rare earth deposits on mist�
  shrouded Mount Rendon.  The caves had no exit to the 
  surface, yet were of dressed stone.  Within were 
  creatures and traps no human had ever laid eyes upon, 
  and a wealth of mineral deposits to satisfy even the most 
  rapacious of companies.  Precious metals, rare earths, 
  unusual isotopes and elements heretofore unknown to 
  science were found in rich veins deep in the bowels of 
  the mountain, and woven around and through these 
  veins were the tunnels of the megadungeon. 
   
  DynMat was quick to establish a secure presence on the 
  mountain, and excavated several other entrances to the 
  dungeon in the mountainside.  This system of caves and 
  worked stone was blandly labeled the „Anomalous 
  Subsurface Environment.‰  The ASE was found to be 
  amazingly conducive to scientific research of all kinds.  
  Scientists in the underground facility were somehow 
  more capable of generating results than they were on the 
  surface, and astounding progress in all areas was made. 
   
  The laws of physics were strangely bent, and amazing 
  experimental results were obtained in the lower levels 
  that could not be replicated above.  Explorers and 
  security teams beat back the darkness several levels 
  down, and laboratories and other scientific facilities were 
  built to exploit the strange properties of the dungeon.  
  The dungeon was quickly and extensively converted to 
  corporate use. 
   
  DynMat had IMES excavate a dungeon level of their 
  own, as a secure facility to guard the dungeon proper.  
  This level, known as the Gatehouse, was manned by a 
  mixture of human security forces and deadly automatons.  
  It was used as a training ground for researchers and 
  explorers as well, as the underground environment was 
  incredibly deadly for the unprepared. 
   
  By the time disaster struck, the lower eight levels of the 
  dungeon had been secured and incursions had been 
  made into the ninth.  The subsurface research facilities 
  included an underground hothouse, nuclear forge, 
  biogenetic lab, missile silo, and other structures to 
  support the research and development missions of 
  DynMat.  Careful, small�scale mining operations were 
  also being made to harvest the veins of precious metals 
  in the lower levels. 
   
  The dungeons were not unoccupied – they were full of 
  inexplicable traps and horrible monsters, guarding 
  strange treasures.  DynMat security teams were slow to 
  clear each level of the dungeon of threats, and monsters 
  would inexplicably reappear, making life underground 
  perilous in the extreme.  An emergency lockdown 
  procedure was put in place that would cause the entire 
  facility to close itself to the outside world in the event of a 
  serious security breach. 
   
  Seven years after the discovery of the ASE, this 
  procedure was activated.  The exact nature of the threat 
  was not communicated to the men in the Gatehouse who 
  had the grim task of locking every man, woman, and 
  child into that dark mountain, but they executed the 
  order faithfully.  The mountain was sealed, and eventually 
  time and weather buried the entrances.  On the outside, 
  the world changed, and DynMat ceased to exist, along 
  with the rest of civilization.  The ASE was forgotten. 
   
  
  42 
  For the humans left inside, it meant a desperate fight for 
  survival in the dark.  Those who lived were subjected to 
  the relentless pressure of accelerated dungeon evolution, 
  amid the scientific relics left by DynMatÊs foray into the 
  dungeon.  Few of their descendants are recognizably 
  human after the passing of four thousand years. 
   
  The ASE still bears the stamp of humanityÊs first foray 
  into the deep, in the form of ancient DynMat labs and 
  equipment, but nameless things lurk in the dark 
  corridors, and the dungeon has twisted these remnants to 
  its own purposes.  It remains as it was, a dark place full 
  of fiendish monsters, diabolical traps, and the hope of 
  wealth beyond imagining. 
   
  Materials Science 
   
  There are many unusual materials in both Denethix and 
  the Anomalous Subsurface Environment.  Many of these 
  impart near�magical properties to the objects made from 
  them. 
   
  Protonium*Metal 
  Protonium�metal is well�known to those who live in 
  Denethix and the surrounding towns, as its impressive 
  properties mean that several artifacts of unknown 
  purpose still remain in museums, fields, and junkyards.  
  This greenish�black metal is a fusion of protons and anti�
  protons, suspended in a rigid baryon mesh.  The metal 
  exists in a state that cannot be changed, and is thus 
  entirely unbreakable, and cannot be worked in any way. 
   
  Protonium�metal cannot be bent, damaged, dissolved in 
  acid, rusted, or otherwise corroded, and it is immune to 
  disintegrate spells, anti�magic effects, and spheres of 
  annihilation.  Only a wish may be used to alter 
  protonium�metal, and even that will only affect a 1Ê 
  square area of the metal.  It cannot be breached via the 
  use of teleport, dimension door, and passwall spells, as it 
  exists in multiple dimensions.  It is also impossible to use 
  ESP or telepathy on a creature wearing a protonium�
  metal helmet, and anything completely encased in the 
  metal cannot be detected by any magical scrying. 
   
  The metal was only produced briefly deep in the 
  Anomalous Subsurface Environment, using the Advanced 
  Quantum Preon Collider.  The collider was found to 
  generate lumps of protonium�metal, and methods were 
  soon established to cause the metal to form in specific 
  shapes.  One of the more common items manufactured 
  in the security�conscious ASE were doors.  Furniture and 
  other random items were also manufactured by the 
  Collider team, as it was easier to fill a requisition by 
  sending it to the affable engineers a few levels down, 
  than to get approval from Accounting. 
   
  The rarest items forged in the crucible of the Collider 
  were medieval weapons and armor, created mostly as 
  whimsical wall decorations.  Such weapons effectively 
  have magical bonues of +1 to +3, depending on how 
  utilitarian or fanciful the particular weapon design is.  
  Protonium�metal armor and shields are always +3.  
  Blades of this metal never dull, and armor never dents or 
  scratches. 
   
  In Denethix and the surrounding towns, pieces of 
  protonium�metal can still be found.  There are large bits 
  of scaffolding, massive shapeless lumps, and various 
  abstract designs.  These pieces largely serve as eyesores, 
  as the metal cannot be disposed of or re�purposed. 
   
  All protonium�metal radiates magic, if detected for. 
   
  Argonium 
  This white, reflective material is a form of plastic infused 
  with protonium�metal dust.  It is incredibly stiff and 
  impact�resistant.  This material is not as resilient as 
  protonium�metal itself, but is lighter and easier to 
  manufacture, as the dust can be mixed into the plastic 
  resin and molded into arbitrary shapes. 
   
  Armor and shields made from argonium are effectively 
  +1 magic items.  Argonium, like protonium�metal, 
  radiates magic. 
   
  Disintegrate spells will only function on the surrounding 
  plastic matrix, reducing argonium to piles of protonium�
  metal dust.  It does still block inter�dimensional travel, as 
  the dust exists in all dimensions, but ESP and telepathy 
  will penetrate an argonium helmet, and argonium 
  containers will not prevent magical scrying. 
   
  “Sick Rock” 
  To a human or halfling, sick rock appears as a crumbly 
  yellow rock.  To dwarves or elves, sick rock is a terrifying 
  sight – it is a blinding nightmare of shifting gamma 
  radiation. 
   
  Any creatures within 30Ê must save vs. poison every full 
  half hour they are exposed to the sick rock.  If they fail, 
  they will succumb to a wasting disease, losing half their 
  hit points (round up) per hour, until they die.  Neutralize 
  poison will stop the wasting, but victims of the sick rock 
  will not be able to be healed in any way (magical or 
  natural) until a cure disease is cast upon them. 
   
  The effects of sick rock radiation are blocked by a 1‰ 
  thick sheet of lead, or 10Ê of stone. 
   
  All dwarves and elves instantly recognize sick rock, as 
  they have been told stories of the „sick light‰ since they 
  were children. 
  
  43 
   
  Moktar Lair 
   
   
   
  Moktar Lair 
   
  As described in room 1.a. of the Gatehouse section, the 
  door to the dungeon requires a piece of „sick rock‰ to 
  open.  The following mini�adventure can be used to 
  provide a map and suitable hunk of „sick rock‰ to the 
  players, if the referee so desires. 
   
  As the players sit in the „Muddy Cup,‰ ChelmsfordshireÊs 
  only tavern, a pair of sweaty fellows in armor burst in.  
  These two, Terry and Phil (AC 4, F 1, hp 7, 4, #AT 1, 
  D 1d6, MV (30Ê), Save F 1, ML 7), were hired to guard a 
  private caravan, which has just been ambushed by a 
  moktar war�band.  They will exclaim loudly that the 
  caravan has been attacked, and that they need help to 
  save it. 
   
  If that doesnÊt entice the players to assist, they will 
  approach and explain that the merchant who hired them 
  had an incredibly heavy chest that must have been 
  stuffed full with gold.  They are willing to split the gold 
  with anyone who will help them get it back from the 
  moktars. 
   
  If the players agree, Terry and Phil will lead them down 
  the muddy track that leads west from Chelmsfordshire 
  into the pine forest.  The players will come to the site of 
  the caravan attack after an hourÊs travel.  The bodies of 
  three caravan guards and the merchantÊs family lie dead 
  in the road, next to two burning wagons.  The horses are 
  missing – carefully looking at the prints around the 
  wagon will reveal they fled west down the road.  There is 
  no sign of any valuables in the wagons or on the bodies.  
  If Terry and Phil are questioned about the bodies, they 
  will notice that there is a missing caravan guard, a man 
  named Kolem. 
   
  It is fairly easy to track the moktar war band – they have 
  trampled the underbrush badly, dragging some heavy 
  object to the south.  Following this trail will take an hour, 
  and lead to area 1 on the Moktar Lair map. 
   
  Terry and Phil (AC 4, F 1, hp 7, 4, #AT 1, D 1d6, MV 
  (30Ê), Save F 1, ML 7) each wear splint mail.  Terry 
  wields a flail, and Phil uses a short sword.  They are both 
  cowardly and greedy, and will hang back in combat, 
  preferring that the players take all the risks. 
   
  1. Entrance to the Moktar Lair 
  The side of a hill has been roughly cut away at some 
  point in the far past, and a tunnel cut into the bedrock.  
  The tunnel entrance is perfectly square, and the 
  impressions of massive hinges can be seen if the 
  entrance is examined closely.  The steel doors to this 
  ancient vault corroded away long ago, and not even rust 
  remains. 
   
  The footprints and drag marks lead directly to the tunnel 
  entrance. 
   
  2. Pit Trap 
  The leaf litter and other forest debris that has blown in 
  here hides a covered pit trap.  The pit is 10Ê deep, and 
  will cause 1d6 points of damage to anyone falling in.  
  The lid of the pit is made of stone, and has springs 
  underneath that will cause it to snap shut after a victim 
  falls in. 
   
  The pit itself is filled 2Ê deep with sewage and other 
  refuse of the moktars. 
   
  3. Kennel 
  A healthy moktar (AC 5, HD 2, hp 5, #AT 1, D 2�8, MV 
  (40Ê), Save F 2, ML 8) stands here, watching over his 
  caged pet wolf.  If he hears the pit trap open, he will 
  release the wolf (AC 7, HD 2+2, hp 11, #AT 1, D 1d6, 
  MV (60Ê), Save F 1, ML 8).  The moktars have not 
  thought this defensive plan through very well, and the 
  wolf is likely to end up in the pit if the lid is closed when 
  it reaches the trap. 
   
  4. Guard Room 
  This room has a crude wooden table with two chairs, and 
  is lit by torches held in sconces on the wall.  Two 
  
  44 
  moktars (AC 6, HD 1, hp 8, 7, #AT 1, D 1d6, MV 30Ê, 
  Save F 1, ML 8) are standing guard.  They are slowly 
  dying from exposure to the sick rock in room 5 (thus the 
  reduced hit dice, armor class, damage, and movement 
  rate).  The sick moktars have large clumps of mane 
  missing, and many open sores. 
   
  5. Common Room 
  This is where the war�band eats and sleeps.  There are 
  piles of rags serving as bedding, and heaps of bones from 
  previous meals.  There are 6 moktars here (AC 6, HD 1, 
  hp 7, 7, 6, 5, 3, 3, #AT 1, D 1d6, MV 30Ê, Save F 1, 
  ML 8), all suffering from sick rock exposure, and covered 
  with weeping sores.  Their manes are falling out in thick 
  clumps. 
   
  The merchant Harvinius lies here as well, bound and 
  dying.  The moktars had planned to ransom him, but 
  their greed has doomed both war�band and merchant.  
  After dragging the heavy chest back to the cave, the 
  moktars smashed the lock off, and discovered it was a 
  wood veneer over thick lead, containing only a lump of 
  yellow rock.  They tossed the rock in the corner, and 
  dragged the chest down to room 9, to more neatly store 
  the wealth they had pillaged on previous raids. 
   
  Harvinius will warn players away from the room, 
  shouting „Quickly!  You cannot stay in the room long!  It 
  is poison!‰  If he sees Terry and Phil, he will curse them 
  as worthless cowards. 
   
  He carries, in his shirt, an ancient map, showing the 
  route to a small cave near the top of Mount Rendon.  
  Harvinius has scrawled a note near the cave, reading 
  „Sick rock is the key.‰  If Harvinius can shoo away Terry 
  and Phil, he will covertly hand the players the map – 
  otherwise he will not mention this secret. 
   
  The merchant is beyond saving, and will die within a few 
  minutes of the players speaking to him. 
   
  Under a pile of refuse (bits of torn clothing, bent 
  weapons, and various dented pots and pans) in the 
  southwest corner is the sick rock.  It is bright yellow, and 
  the size of a manÊs fist.  Elves and dwarves will see the 
  hideous sick light through the refuse, brightly illuminating 
  the room 
   
  6. Magnetic Corridor 
  At the position marked 6, on the eastern wall of the 
  corridor, is a lever in the „down‰ position. 
   
  Should the lever be moved to the „up‰ position, powerful 
  electromagnets in the ceiling of the southern 20Ê of this 
  corridor will be activated.  Any character in metal armor 
  will be flung up into the ceiling, taking 1d6 points of 
  damage.  Characters standing on the metal plate at area 
  7 will be crushed as the pyramid of steel flies upwards, 
  taking 3d6 points of damage (save vs. paralyzation for 
  half damage). 
   
  A character in metal armor who heads south after the 
  lever has been moved to the „up‰ position will feel the 
  upwards force, and may jump back if they successfully 
  save vs. paralyzation – otherwise they too will fall to the 
  ceiling, taking 1d6 points of damage. 
   
  Note that unless precautions are taken when moving the 
  lever back to the „down‰ position, any characters 
  trapped on the ceiling by the magnetism will take another 
  1d6 points of damage as they fall to the ground.  
  Characters under the steel pyramid when it drops back 
  into the hole will take 3d6 points of damage (save vs. 
  paralyzation for half damage) and be pinned in place. 
   
  7. Metal Plate 
  There is a six foot square steel plate on the floor of the 
  southern end of this corridor.  This plate is actually the 
  flat surface of an inverted pyramid of steel.  The pyramid 
  is resting in a hole, angled inwards at the edges to 
  support the steel plug.  When the lever at area 6 is in the 
  „up‰ position, the pyramid will crash upwards into the 
  ceiling, revealing the hole.  There is an 8Ê drop into the 
  hole, and a set of stairs heading south can be seen 
  below. 
   
  8. Chieftain’s Quarters 
  This room is used by the chief of the war�band (AC 5, 
  HD 2, hp 12, #AT 1, D 2�8, MV (40Ê), Save F 2, ML 8).  
  He is also deeply ill from sick rock exposure.  He wears a 
  gold necklace worth 50 gp, and has 10 sp in a pouch 
  hanging from a rawhide belt. 
   
  The room is decorated with moldy furs, and piles of 
  clothing from previous victims of his raiding serve as a 
  bed. 
   
  9. Moktar Hoard 
  The first thing players will see as they enter this room is 
  a naked human corpse, somewhat purple and bloated.  
  Phil and Terry can identify this body as that of Kolem, 
  the missing caravan guard. 
   
  Lurking on the ceiling above the guard are two crab 
  spiders (AC 7, HD 2, hp 16, 7, #AT 1, D 1d8 + poison, 
  MV (40Ê), Save F 1, ML 7).  They will leap down to 
  attack any intruders. 
   
  The moktars use this cave to safely store their loot.  They 
  toss a helpless victim down the stairs, and are able to 
  access their ill�gotten treasure while the spiders are 
  distracted. 
  
  45 
   
  The moktars have most recently dragged down the lead 
  chest of Harvinius, and put their collected treasure into it.  
  The chest appears to be ornately carved from wood, but 
  opening it reveals that it is a veneer over an inch�thick 
  lead box.  The chest weighs 200 pounds empty. 
   
  Currently, the chest is closed, and bears marks on the 
  woodwork where the lock was hammered off.  There are 
  800 gp inside the chest.  If Terry and Phil feel they can 
  get away with it, they will attempt to rob the party, taking 
  all the gold for themselves. 
   
  Mount Rendon 
   
  The actual mountain is avoided by locals and bandits 
  alike, due to the constant threat of aerial predation.  
  Atop the mountain is an ancient, crumbling fortress of 
  concrete blocks and argonium domes, inhabited by flocks 
  of perytons. 
   
  HarviniusÊs map describes a trail leading up the south 
  slope of Mount Rendon to a cave.  While the passing of 
  years has changed the landscape, there are still enough 
  crumbling blocks of concrete left on the mountain to pick 
  out where the mapÊs landmarks used to stand. 
   
  Wandering Monsters – Mount Rendon 
  A roll of 1�2 on d6 indicates an encounter while traveling 
  through the woods and up the slopes of Mount Rendon.  
  Roll 2d6 to determine the exact encounter. 
  2. 
  Wizard, refereeÊs choice 
  3. 
  1d6 carnivorous beetles (AC 3, HD 3+1, #AT 1, 
  D 2�12, MV (50Ê), Save F 1, ML 9) 
  4. 
  Wizard raiding party – 2d8 bandits (AC 6, HD 1, 
  #AT 1, D 1d6, MV (40Ê), Save T 1, ML 8), or use 
  a particular wizardÊs henchmen 
  5. 
  Wizard vehicle seen moving overhead 
  6. 
  2d8 goblins (AC 6, HD 1�1, hp 3, #AT 1, D 1d6, 
  MV (20Ê), Save Normal Man, ML 7) 
  7. 
  2d4 wolves (AC 7, HD 2+2, hp 11, #AT 1, D 
  1d6, MV (60Ê), Save F 1, ML 8 (6)) 
  8. 
  1d8 moktars (AC 5, HD 2, hp 9, #AT 1, D 2�8, 
  MV (30Ê), Save F 2, ML 8) 
  9. 
  Human traders 
  10. 
  Human�shaped shadows of 1d3 perytons flying 
  overhead 
  11. 
  1d6 stirges (AC 7, HD 1, hp 5, #AT 1, D 1d3, 
  MV (60Ê), Save F 2, ML 9) 
  12. 
  1d3 perytons (AC 5, HD 4, MV (40Ê, fly 120Ê), 
  #AT 1, D 1d6 or 1d10 (charge), Save F 4, ML 8) 
   
  The Gatehouse 
   
  The gatehouse is the first part of the dungeon the party 
  will encounter.  Its walls are of a hard, glossy, white 
  material � argonium.  This argonium coating is laid over 
  the underlying stone, and is impervious to attacks from 
  normal weapons – nothing more than scratches can be 
  made in it.  The doors are all made of protonium�metal, 
  and are impervious to corrosion and impossible to 
  damage. 
   
  The white ceilings of the gatehouse have a soft glow, 
  illuminating the rooms and tunnels, and eliminating the 
  need for the players to use torches.  The exception to 
  this is room 25, which is bare stone. 
   
  Factions 
   
  The gatehouse and dungeon were locked down tightly 
  many thousands of years ago.  The human inhabitants of 
  the gatehouse died quickly, but the automatons that 
  served them continue to function.  As the automatons 
  wore down, they began cannibalizing each other for 
  parts.  The more successful cannibals remained intact, 
  while the losers of that struggle were forced to jury�rig 
  repairs with whatever materials were at hand – 
  specifically, the remains of the human inhabitants. 
   
  There is a natural tension between the fully�operational 
  automatons and their jury�rigged brethren that an astute 
  party may exploit.  The jury�rigged automatons are 
  deeply jealous of their better�equipped rivals.  Both 
  
  46 
  groups are desperately afraid of the abomination that 
  lairs in room 26. 
   
  The sergeant automaton and his two privates in room 31 
  are tasked with preventing creatures from deeper in the 
  dungeon accessing the Gatehouse level.  The presence of 
  a party wanting to descend further will be a puzzler to 
  them, and reaction rolls will be in order.  The privates, if 
  encountered away from the sergeant, will have the 
  standard +4 penalty for reaction rolls with jury�rigged 
  automatons, as they are more interested in acquiring 
  spare parts than talking. 
   
  The automatonsÊ programming has been badly degraded 
  by the passing millennia, but one paramount instruction 
  will be observed by all automatons:  under no 
  circumstances will they ever leave the Gatehouse.  It is 
  forbidden. 
   
  Wandering Monsters – Gatehouse 
  Roll 1d6 every 2 turns, and on a result of 1, roll 2d6 to 
  determine the wandering monster encountered. 
  2. 
  The 2 jury�rigged greater automatons from 
  room 31 
  3. 
  1d4 dust ghosts (AC 8, HD 1, hp 4 each, 
  #AT 1, D 1d4, MV (30Ê), Save F 1, ML 10) 
  4. 
  A human voice in the distance, but the voice 
  is to faint to be understood (this is the 
  hologram in room 22 being triggered by an 
  automaton) 
  5. 
  1d4+1 lesser automatons (AC 5, HD 2, hp 
  9 each, #AT 1, D 1d6+1, MV (40Ê), Save F 
  2, ML 10) 
  6�8. 
  1d6 jury�rigged lesser automatons (AC 6, 
  HD 1, hp 4 each, #AT 1, D 1d6, MV (30Ê), 
  Save F 1, ML 8) 
  9. 
  The distant sound of metal scraping against 
  the floors and walls.  This is the 
  abomination from room 26 on a hunting 
  expedition 
  10. 
  1d3 radioactive stirges (AC 7, HD 1+1, hp 
  6 each, #AT 1, D 1d3, MV (10Ê, fly 60Ê) , 
  Save F 4, ML 12) 
  11�12. 
  The abomination from room 26 
   
  1. Entrance 
  This appears to be a natural cave entrance in a cliff wall, 
  above the tree line on the slopes of Mount Rendon.  The 
  rank odor of the cave air attests to the fact that a black 
  bear has made this its den.  There is a 50% chance on 
  each visit that the bear will be present (AC 6, HD 4, hp 
  19, #AT 3, D 1d3/1d3/1d6, MV (40Ê), Save F 2, ML 7). 
   
  1a. The Door 
  In the rear of the cave is 10Êx10Ê area of worked stone, 
  with a protonium�metal door at the north end.  The door 
  has no visible means of opening it.  On the west wall 
  next the door is an opening 8 inches square into a chute 
  leading down.  If a large piece of „sick rock‰ is deposited 
  in this chute, after a few seconds, seams will appear in 
  the door as it pulls apart, revealing the entrance to the 
  Gatehouse.  After being opened, there is no means to 
  close this door. 
   
  2. Foyer 
  Each door in this room has a sign on it.  The west doorÊs 
  sign reads „Barracks‰, the northeastÊs reads „Emergency 
  Generator Core‰, and the eastÊs reads „Subsurface 
  Research Facility‰.  The south door is, of course, open, 
  with no means of closing it, and any sign that may have 
  been there is hidden. 
   
  The floor of this room is covered with dust, and is 
  marked by many tracks crisscrossing the room.  In 
  general, the entire Gatehouse is both dusty and bears the 
  evidence of heavy foot traffic from the automatons 
  roaming the area. 
   
  3. Armory 
  There are small, smashed bits of furniture here, broken 
  up by the jury�rigged automatons that roam the 
  Gatehouse.  No pieces larger than a few inches are left.  
  If the players examine the north door, they will notice 
  that there is a large dust�free area in front of it (this is 
  where victims of the trap behind the door have been 
  picked up and taken away). 
   
  3a. Falling log 
  The automatons in room 5 have rigged the northern 
  door of this room with a trap.  When the door is opened, 
  a large protonium�metal pipe suspended by wire will 
  swing down at whoever opened the door, causing 1d6 
  points of damage unless the player makes a save vs. 
  petrify.  If approached from the north side of the door, 
  the trap is clearly visible. 
   
  4. Showers 
  This area contains showers and toilets.  There are 
  cracked tiles on the floor (with the same white material as 
  the walls underneath the tiles), but the porcelain toilet 
  bowls and protonium�metal showerheads and faucets are 
  still intact.  There are some holes in the wall where sinks 
  and counters used to be, but those are gone.  If 
  investigated, the toilet bowls will be found to contain a 
  green slime (AC always hit, HD 2, hp 13, #AT 1, D 
  dissolve, MV (1Ê), Save F 1, ML 12).  The same slime is 
  living in the protonium�metal pipes.  It cannot surge 
  upwards from the slick toilet bowls, but if the showers 
  are turned on, it will spray down on whoever has turned 
  the faucet. 
  
  47 
   
   
   
  Gatehouse 
   
  5. Barracks 
  Like the armory, this room is full of tiny bits of smashed 
  furniture.  It also contains 8 lesser automatons (AC 5, 
  HD 2, hp 9 each, #AT 1, D 1d6+1, MV (40Ê), Save F 2, 
  ML 10).  These automatons have made this room their 
  base of operations.  They keep a stockpile of ancient 
  human bones in the corner, to use for bartering with the 
  jury�rigged automatons.  Mixed in with the human 
  remains are 500 gp and the wall sconce from room 9.  
  The automatons have no use for the gold, but couldnÊt 
  be bothered separating it out from the valuable skeletons.  
  The wall sconce is tarnished silver, worth 100 gp, and 
  has some colored wires sticking out the end.  Careful 
  examination will reveal that a portion of the sconce 
  depresses like a trigger. 
   
  6. Officer’s Bathroom 
  This room is the officerÊs bathroom.  It has a toilet and 
  shower, slime�free in this instance. 
   
  7. Officer’s Quarters 
  The room is empty. 
   
  8. Officer’s Quarters 
  There is a protonium lockbox here, unlocked.  The room 
  is otherwise empty.  Inside the lockbox are the gold 
  insignia of rank of a long�dead lieutenant:  a pair of eagle 
  pins, each with three stars engraved upon it.  These will 
  fetch 50gp each from an antiques dealer. 
   
  9. Officer’s Quarters 
  This room has heaps of dry�rotted wood everywhere, 
  with fragments of ancient cloth mixed in.  It crumbles to 
  the touch and has no structural value whatsoever; thus, 
  the automatons have let it lie.  There is a mirror mounted 
  on the east wall, in a silver frame.  The glass and frame 
  are unbreakable, and will resist attempts to remove them.  
  A bundle of colored wires are sticking out of a hole in the 
  
  48 
  north wall.  If the wall sconce from room 5 is brought 
  here, the colored wires reattached, and the trigger pulled, 
  the mirror will briefly be covered in a shimmering purple 
  light, and then the glass will disappear, allowing entrance 
  through the secret door.  From the eastern side of the 
  secret door, the door appears as a rectangle of opaque, 
  dull grey metal.  There is a red button that if depressed 
  will cause the secret door to open/close. 
   
  10. Second Foyer 
  This room is empty.  If the dust is examined closely, 
  players will notice that no foot prints head to the east 
  door.  A sign on the southwest door reads „Exit‰, a sign 
  on the north door reads „Emergency Generator Core‰, 
  and a sign on the east door reads „Authorized Personnel 
  Only‰. 
   
  11. Pit Trap 
  This corridor, unlike others in the facility, is only five feet 
  wide.  In the middle of the corridor is a pit trap, activated 
  by a pressure plate to the east of the pit trap.  When 
  depressed, the pit will open, dropping the characters in 
  the second rank of the marching order into the cage 
  hanging in room 17.  They will take 2d6 damage from 
  the fall.  The cage can only hold the weight of 2 
  characters; any more and it will fall to the floor, causing 
  an additional 2d6 damage. 
   
  Should anyone fall in the pit trap, the automatons in 
  room 18 will be attracted to the sound and come to 
  room 17 to investigate. 
   
  11a. False Door 
  At the end of the 5Ê corridor is a false door.  This 
  protonium�metal door, if forced open, will reveal a stone 
  wall behind it (not the typical white argonium surface). 
   
  12. Engineering 
  Large protonium cabinets are mounted against the 
  western wall.  The drawers are full of fragile papers, 
  covered with indecipherable notes.  The Science cult will 
  pay 150 gp for these papers.  In the back of one of the 
  drawers is a small catch that can be found by feeling 
  around.  If pulled, the secret door will be activated, and 
  the cabinets will pull away from the wall to reveal the 
  hallway beyond.  From the western side, the door 
  appears to be a large sheet of protonium with a simple 
  latch handle. 
   
  This room contains 7 dust ghosts (AC 8, HD 1, hp 4 
  each, #AT 1, D 1d4, MV (30Ê), Save F 1, ML 10) who 
  will rise from the floor to attack. 
   
  13. Generator Storage 
  The walls of this room are lined with protonium�metal 
  shelving.  Not much remains on the shelves:  mostly bits 
  of broken glass and a few short metal odds�and�ends.  
  One shelf has a row of 11 automaton heads placed on it.  
  They show signs that they were removed violently. 
   
  14. Emergency Food Stores 
  This room has several rusty shelves, once used to store 
  food.  They are now covered with yellow mold (AC n/a, 
  HD 2, hp 11, #AT 1, D 1d6 + choke, MV (0Ê), Save F 2, 
  ML n/a).  Under the mold is an argonium shield (acts as 
  shield +1, and it does radiate magic). 
   
  15. Emergency Weapons 
  This room has rusted metal gun racks on the walls, with 
  7 ancient, rusty rifles hanging on them, and three 
  canisters of ammunition.  These guns are corroded 
  beyond repair, and the ammunition is deeply unstable.  If 
  the guns or ammunition are used, roll d6 to determine 
  the effect: 
   
  1�4. Nothing happens. Click. 
  5. Kaboom!  Rifle blows up.  1d6 damage to the user. 
  6. Rifle actually shoots (one shot).  Roll to hit with a �2 
  penalty, if the bullet hits something it will do 1d6 
  damage. 
   
  If a full canister of ammunition is somehow used as an 
  explosive device, it will cause 2d6 points of damage to all 
  creatures in a 10Ê radius.  Each canister contains a dozen 
  corroded bullets. 
   
  16. Emergency Generator Core 
  This large cylindrical room has two levels.  The upper 
  level is a circular protonium�metal catwalk, 40Ê above the 
  floor, with ladders leading down on the north and south 
  sides of the catwalk.  A door to the west opens onto this 
  catwalk.  The doors to the east and south are located at 
  the floor level of this room.  The center of the room is 
  dominated by a 10Ê wide clear pillar rising from floor to 
  ceiling, filled with a glowing green liquid.  The walls are 
  also lined with a variety of clear pipes.  Some of these 
  pipes are full of the green liquid, some are broken and 
  empty, and some are broken but appear to have football�
  shaped lumps of glowing green matter jammed into 
  them. 
   
  These lumps are 6 radioactive stirges (AC 7, HD 1+1, hp 
  6 each, #AT 1, D 1d3, MV (10Ê, fly 60Ê), Save F 4, ML 
  12).  The stirges will wait for characters to use the 
  ladders before attacking.  Stuffed into one of the broken 
  pipes are some shiny baubles the stirges have collected:  
  6 green chrysoberyls worth 100 gp each. 
   
  If a player breaks one of the pipes and becomes covered 
  in a large quantity of the green radioactive goo (or 
  decides to drink the stuff), the effects are identical to 
  having the goo vomited into their veins by a radioactive 
  
  49 
  stirge.  See the description of the radioactive stirge in the 
  Monsters section for more detail. 
   
  This particular radioactive goo emits only alpha and beta 
  radiation, and thus does not emit any „sick light.‰ 
   
  17. Cage Room 
  This room has a ceiling 40Ê high.  From the ceiling 
  dangles an open�topped corroded metal cage that the pit 
  trap at location 11 empties into.  The distance from the 
  bottom of the cage to the floor is 20Ê. 
   
  18. Twisted Automatons 
  This room is quite literally full of jury�rigged lesser 
  automatons, 15 in all (AC 6, HD 1, hp 5 each, #AT 1, 
  D 1d6, MV (30Ê), Save F 1, ML 8), searching futilely 
  through a pile of finger bones, toe bones, and other tiny 
  human remains for larger pieces to reinforce themselves 
  with. 
   
  19. Access Shaft 
  In the floor of this room, in the northwest corner, there is 
  a five foot wide protonium�metal disk embedded in the 
  floor.  There is a large lever in the „up‰ position along 
  the east wall.  If the players have not yet pulled the lever 
  in room 32, this lever will be stuck in the „up‰ position, 
  and no amount of force will let the players push it down 
  (although it is possible they could simply end up snapping 
  the lever off with enough effort). 
   
  After the lever has been pulled in room 32, this lever 
  may also be pushed to the „down‰ position, and the 
  protonium�metal disc will open, revealing an access shaft 
  leading 130Ê down to room 99 of the first level.  The 
  shaft has protonium�metal ladder rungs embedded in it, 
  allowing players to climb down.  The troglodytes from 
  the room below will be prepared for players coming 
  down – and should the players leave without descending, 
  they are likely to climb up to the gatehouse level. 
   
  20. Recreation Room 
  This room is empty, except for tiny shattered bits of glass 
  and corroded steel. 
   
  21. Operations Room 
  The automatons have retained a vestige of programming 
  that prevents them from damaging or recycling anything 
  from this room.  It was once used as a center of 
  operations for the gatehouse.  There are wooden tables, 
  still standing, that will crumble to dust if disturbed, 
  dropping the empty glass containers on the table tops to 
  the floor.  In the center of the room a metal disk is 
  permanently affixed to the floor.  Floating above it is a 
  sphere of brilliant bluish�white light, 8Ê wide.  The sphere 
  radiates magic.  There are no controls visible.  If players 
   
  Room 16 
   
  disturb the light, they will take 1 point of damage when 
  touching it. 
   
  On the east wall is a large 10Ê x 10Ê featureless sheet of 
  protonium�metal.  This is the west side of the one�way 
  door at 21a. 
   
  21a. One*Way Door 
  At the western end of this corridor is a large 10Ê x 10Ê 
  vault�style door.  In the center of the door, a 1Ê wide 
  metal cylinder protrudes eight inches outwards.  The 
  cylinder has a wide, round hole running entirely through 
  it, parallel with the surface of the door.  Normally, there 
  would be a metal bar running through the opening 
  
  50 
  mechanism of the vault, and turning it counter�clockwise 
  would open the door.  However, the abomination of 
  room 25 has taken it for use in its own body.  Any long 
  piece of metal or wood (pole, staff, etc) can be jammed 
  into the cylinder to open the vault, however. 
   
  22. Anteroom 
  When players enter this room, a transparent man 
  dressed in clothing of a long�gone era will appear in the 
  middle of the room, and begin his spiel:  „Welcome, 
  visitors and employees, to the Subsurface Research 
  Facility!  As you prepare to enter the Subsurface 
  Environment, remember to follow your Expedition 
  Checklist, and listen to the instructions of your guide at 
  all times.  We have been accident free for three 
  thousand, seven hundred, twenty�nine years, eleven 
  months, and two days.  A company record!  DonÊt be the 
  team to break it!‰  He will then disappear.  Each time 
  players exit and re�enter, he will repeat the same spiel 
  (with the number of accident�free days increasing as 
  appropriate).  The figure is a hologram, and any attempts 
  to interact with him are futile. 
   
  23. Emergency Generator Control Room 
  The center of this room is occupied by a large metal bin, 
  bolted to the floor.  The bin is full of tiny bits of scrap 
  metal and wire.  Anybody toying with the wires will 
  receive 1d2 points of damage from electrical shock. 
   
  On the north wall is a shallow rectangular hole with a 
  blue and a red wire sticking out.  These wires do nothing, 
  should the players fool with them. 
   
  However, if the players return to the bin and 
  systematically try connecting red and blue wires, roll 1d6 
  for each attempt: 
   
  1�3. Electrical shock, 1d2 points of damage 
  4. Nothing happens 
  5. Massive shock, 1d6 points of damage 
  6. Secret door in northeast corner opens 
   
  24. Secret Supply Closet 
  This closet contains 10 spools of gold wire, worth 50 gp 
  each, and two small foil packages (each is 4 inches 
  square).  The foil packages contain a strange blue foam�
  like substance that, if eaten, acts as a potion of healing. 
   
  25. Subsurface Training Simulator 
  This room is unusual in the gatehouse, as the floor, walls, 
  and ceiling are bare stone, with no argonium coating.  
  The ceiling, being stone, does not emit any light, and the 
  room is dark. 
   
  The north wall of this room has a large protonium�metal 
  chest sitting on a raised dais.  To either side of the chest 
  are two poles, with horizontal rings attached to the top.  
  The poles, if examined, can be tilted to face the SW and 
  SE corners of the room. 
   
  In the alcoves to the southwest and southeast are two 
  crystal living statues (AC 4, HD 3, hp 17, 9, MV (30Ê), 
  #AT 2, D 1d6/1d6, Save F 3, ML 11), one in each 
  alcove.  They have been carved to resemble warriors in 
  chainmail, holding swords.  They are standing on stone 
  pedestals – the pedestal in the southeast alcove is 
  inscribed with „In Darkness‰, and the one to the 
  southwest is inscribed with „We Dwell‰. 
   
  If the players try to open the chest, the living statues will 
  attack until the players leave the room.  The only way to 
  prevent this is to place light sources on each of the two 
  poles, and tilt them so they lean towards the statues.  If 
  this is done, the players can safely open the chest 
  without fear of attack. 
   
  In the chest is a gold ingot, inscribed with the words 
  „Simulated Subsurface Treasure‰, worth 600 gp. 
   
  26. Lair of the Abomination 
  The Greater Automaton Abomination (AC 6, HD 4, hp 
  17, MV (20Ê), #AT 3, D 1d6/1d6/1d6, Save F 4, ML 
  12) that stalks the gatehouse makes its lair in this room.  
  There are tiny bits of debris scattered about the room, 
  and three sealed jugs of hydraulic fluid that other 
  automatons in the gatehouse may find useful. 
   
  The abominationÊs treasure is woven into its body.  
  There is a 750 gp gold and emerald necklace, several 
  hundred feet of gold wire worth 200 gp total, and a 5Ê 
  long string of blue quartz gems set in tarnished copper, 
  worth 300 gp to a professional jeweler. 
   
  The protonium�metal bar used to open the vault door at 
  21a is also woven into the abominationÊs body. 
   
  The abomination will be present in this room, unless it 
  has already been slain as a wandering encounter. 
   
  27. Broken Eye 
  Along the eastern wall is a jeweled, bent metal frame, 
  with bits of strange plastic material protruding from the 
  back of the frame.  Clerics in the party will recognize the 
  frame as a broken GodÊs Eye.  If the players touch the 
  Eye, the first touch will cause the frame to whisper 
  unintelligibly.  Subsequent touches will produce no effect. 
   
  The frame is firmly attached to the wall and cannot be 
  removed, but the 20 small aquamarines that decorate it 
  may be pried off.  They are worth 10 gp each. 
   
  
  51 
  28. Changing Station 
  20 protonium�metal lockers line the east wall.  The doors 
  all hang open, as they have been thoroughly searched by 
  automatons.  Clumps of gray, moldy fabric sit on the 
  bottoms of the lockers.  Mixed in with the clumps is a 
  total of 500 sp. 
   
  29. Subsurface Equipment Storage 
  Collapsed, rusted steel shelving occupies most of the 
  room.  There are several ancient cylinders of a discolored 
  yellow material, with once�clear (but now thickly cracked) 
  lenses at one end.  Whatever use they were, they are no 
  longer.  The other supplies that were stored here have 
  disintegrated into piles of dust. 
   
  In the northeast corner is a filth�covered chest.  It has a 
  lock and latch, and is currently locked.  If examined 
  closely, the words „Live Practice‰ can be seen inscribed 
  on top of the chest.  The chest has a poison needle trap 
  (save vs. poison or die), which will fire out of the lock 
  mechanism when the chest is opened.  Placing a piece of 
  metal over the keyhole while the chest is opened will 
  prevent the needle from firing.  The chest itself is empty 
  – however, a careful search will notice on a roll of 1�2 on 
  d6 that there is secret compartment in the bottom of the 
  chest.  This compartment is also empty. 
   
  30. Hall of Fugitives 
  A group of 10 desperate lesser jury�rigged automatons 
  (AC 6, HD 1, hp 5 each, #AT 1, D 1d6, MV (30Ê), Save 
  F 1, ML 8) are hiding here from the abomination that 
  lurks in the northern halls. 
   
  31. Guard Room 
  This room contains the greater automatons tasked with 
  guarding the entrance to the lower dungeons.  There is 
  one intact greater automaton (AC 3, HD 4, hp 15, #AT 
  2, D 1d6/1d6, MV (40Ê), Save F 4, ML 12), and possibly 
  two jury�rigged greater automatons (AC 4, HD 3, hp 9, 
  8, #AT 1, D 1d6+2, MV (30Ê), Save F 3, ML 12). 
   
  The two jury�rigged soldiers are absent 90% of the time, 
  as they are normally out on patrol in the gatehouse. 
   
  The intact automaton is the sergeant, left in charge of the 
  two jury�rigged privates.  If he hears a commotion from 
  30, he will send the privates to investigate.  He will not 
  leave this room himself, as his primary task is to prevent 
  intrusion from the lower levels. 
   
  While the sergeant is present, the +4 penalty on reaction 
  checks by his privates is negated due to his influence.  If 
  any players are wearing the insignia from room 8, they 
  will gain a bonus of �4 on reaction checks from the 
  sergeant and/or his privates. 
   
  There are three footlockers here, containing valuables of 
  the humans who once occupied the gatehouse.  The 
  soldiers have collected these valuables and distributed it 
  among themselves as „combat pay‰. 
   
  Footlocker 1 – 2000 sp 
  Footlocker 2 – 1000 sp, and a bloodstone set in a silver 
  ring, worth 100 gp 
  Footlocker 3 – 200 gp, an antique bronze helmet worth 
  100 gp to a collector, and a pair of platinum earrings 
  worth 75 gp 
   
  32. Entrance to the Dungeon 
  This room has a protonium�metal shelf sticking out of the 
  south wall at an odd angle, pointing slightly downwards, 
  so anything placed on it will slide off.  In the center of the 
  shelf is a metal lever, in the „down‰ position.  To the left 
  side of the lever is a small, glowing square with the the 
  following words upon it: „Safety period expired.  Fuel 
  replenished.  Subsurface entry permitted.‰ 
   
  On the west wall, thick bars of protonium�metal block the 
  entrance to a 10Ê wide corridor.  The bars are 2‰ 
  diameter, and spaced 2‰ apart, leaving little room for 
  anything to get through.  Beyond the bars, the walls are 
  stone, rather than the white argonium of the gatehouse. 
   
  Should the players pull the lever to the „up‰ position, 
  there will be a brief pause, and then the words on the 
  glowing square will be replaced with „Subsurface 
  Research Facility Main Power Facility Re�Activating‰.  
  After another few moments, the sound of klaxons from 
  both deep within the dungeon, and from this room itself, 
  will sound.  Horrible crashing noises will be heard from 
  far underground, and vibrations will shake the room.  
  The protonium bars will slide up out of view, allowing the 
  players entrance to the dungeon.  Finally, the noise will 
  subside, the klaxons will cease, and the glowing square 
  will now read „All entrances open.  Ready.‰ 
   
  Moving the lever after this point has no effect. 
   
  Inside the gatehouse level, the lever in room 19 may now 
  be moved to open the shaft to the first level. 
   
  Outside, automated machinery has begun excavating 
  entrances to the deeper levels of the dungeon, and giant 
  searchlights are rising from the overturned soil to 
  illuminate the sky. 
  
  52 
  Level 1 – Dungeon Highway 
   
  This level of the dungeon has been carved out of the 
  living rock of the mountain.  With the exception of only a 
  few rooms, noted in the key, the stonework here is 
  neatly carved and shaped. 
   
  This level is unlit (unlike the Gatehouse, with its light�
  emitting ceilings), and adventuring parties are well�
  advised to bring plentiful light sources. 
   
  The level is organized around an extended „dungeon 
  highway‰ that runs through the center of the dungeon.  
  The denizens of the surrounding rooms use the highway 
  to quickly access other areas of the dungeon, for foraging 
  and raiding. 
   
  Factions 
   
  There are three main factions within the first level of the 
  Anomalous Subsurface Environment:  the screechmen, 
  the goblins, and the morlocks. 
   
  The screechmen mostly stick to the northern side of the 
  dungeon highway.  They do not speak any language, and 
  view everything that walks on two legs as food.  While 
  their numbers can certainly be diminished, there are 
  always more screechmen around somewhere. 
   
  The goblinsÊ hive mind was slaughtered generations ago 
  by the morlocks, and the few left are hunted by the 
  morlocks for sport.  The morlocks are careful to always 
  leave the goblin spawn�sacks unmolested, so there will be 
  new generations of goblins to hunt.  Without a hive 
  mind, the goblins are easy prey for both morlocks and 
  adventurers.  If seriously pressed, the goblins will bring 
  their goblin spider into battle – they are normally 
  reluctant to disturb it, as it isnÊt above a spot of 
  cannibalism. 
   
  The morlocks are the true masters of the southern half of 
  the level.  They are deeply complacent, as the goblins are 
  unable to mount an attack in their primitive state, and 
  they havenÊt faced a genuine threat on their home turf in 
  decades.  When they are tired of eating goblin meat, or 
  need water, the morlocks descend to the second level 
  through the well in the northeast end of the dungeon 
  highway.  They are also responsible for the dungeonÊs 
  meager sanitation – they collect waste (both their own, 
  and the goblin and screechman scat they find in the 
  tunnels) and dump it down the well at the western end of 
  the highway. 
   
  The morlocks are initially very lazy, and sneaking into 
  their unguarded lair is no hard task.  Should they 
  encounter hostile intruders, they will begin posting guards 
  at the entrance to their lair, and send out patrols to hunt 
  down their enemies. 
   
  Time Passes – The Outside World 
   
  At this point, the players have inadvertently activated 
  machinery that opened and excavated the entrances, and 
  massive searchlights blaze forth at night, sending pillars 
  of light into the sky and advertising the location of these 
  entrances to everyone within twenty miles. 
   
  The entrances revealed, and what has been attracted to 
  them, are as follows: 
   
  • 
  Several hundred feet down from the Gatehouse 
  entrance, on the south face of the mountain, is 
  an entrance to the third level, by a pond.  
  Investigating players will encounter a large 
  moktar war band that has been drawn to the 
  light. 
  • 
  Halfway up the west slope of the mountain is 
  an entrance to the fifth level.  While searchlights 
  have protruded up from the ground like 
  mushrooms, the entrance is jammed up by 
  massive boulders from an ancient landslide.  It 
  will take a monthÊs worth of effort to clear the 
  entrance. 
  • 
  On the north side of the mountain is a deep pit 
  (an ancient rocket silo).  Access doors to the 
  seventh level have opened at the bottom of this 
  pit.  Investigating players will see a black dragon 
  nosing around if they approach quietly – 
  otherwise, it will see them first, presumably with 
  tragic results. 
  • 
  On the east face, near the base of the 
  mountain, an entrance to the eighth level has 
  opened up.  Several patrols of the Unyielding 
  Fist are gathered here to investigate.  They will 
  do their best to prevent players from entering – 
  itÊs „wizardÊs business‰ and no civilians are 
  allowed to interfere.  As the days pass, soldiers 
  will be sent in to investigate – most never 
  returning, but some bringing back tales of giant 
  tentacles crushing them like insects.  Captain 
  Tyro will hold off on sending soldiers to the 
  other entrances, for fear of engaging curious 
  wizards. 
   
  
  53 
  The village of Chelmsfordshire will see an increase in 
  soldiers from the Unyielding Fist, as the wounded and 
  dead are brought back from the eighth level entrance, 
  and fresh recruits travel towards the mountain. 
   
  Wandering Monsters – Level 1 
  Roll 1d6 every 2 turns, and on a result of 1, roll 2d6 to 
  determine the wandering monsters encountered. 
  2. 
  1d4 crab spiders (AC 7, HD 2, hp 8 each, #AT 1, 
  D 1d8, MV (40Ê), Save F 1, ML 7) 
  3. 
  1d8 giant fire beetles (AC 4, HD 1+2, hp 6 each, 
  #AT 1, D 2d4, MV (40Ê), Save F 1, ML 7) 
  4. 
  1d4 vagabond mushrooms (AC 7, HD 2, hp 9 
  each, #AT 1, D 1d6, MV (30Ê), Save F2, ML 8) 
  5. 
  1d6 goblins (AC 6, HD 1�1, hp 4 each, #AT 1, D 
  1d6, MV (20Ê), Save F 0, ML 7) 
  6. 
  2d4 morlocks (AC 8, HD 1, hp 5 each, #AT 1, D 
  1d6, MV (40Ê), Save F1, ML 9) 
  7. 
  Sound of screams in the distance 
  8. 
  1d8 screechmen (AC 7, HD 1, hp 5 each, #AT 1,  
  D 1d6, MV (40Ê, climb 20Ê), Save F1, ML 9) 
  9. 
  1d6 giant earwigs (AC 6, HD 1, hp 3 each, #AT 1 
  (2 after hit), D 1d4, MV (30Ê), Save F1, ML 7) 
  10. 
  1d4 jawheads (AC 5, HD 2, hp 8 each, #AT 1, D 
  1d6, MV (40Ê), Save F2, ML 10) 
  11. 
  1d6 blade zombies (AC 7, HD 2, hp 9 each, #AT 
  2 (hand blade, head butt at �4), D 1d8/1d4, MV 
  (40Ê), Save F2, ML 12) 
  12. 
  Goblin spider from room 35 
   
  1. A Message from the Past 
  In this small room lies an ancient skeleton, with a few 
  pieces of paper and an ancient pen clutched in its bony 
  hand.  The papers are mostly blank, but one reads as 
  follows:  „To whosoever finds this note, they have locked 
  us in.  I donÊt know what happened in the lower levels, 
  but IÊm pretty sure they will never let us out.  The 
  soldiers at the top of the stairs were taking pot shots at 
  us.  Please let my wife and kids know I love them.  There 
  is something outside in the dark.‰ 
   
  2. Eyeful of Jellies 
  The 10Ê by 10Ê square area in the center of this room 
  has an intricate carving of a face with a gaping mouth 
  and empty eye sockets on each side.  The floor around 
  this central area is covered with a dozen skeletons. 
   
  The eye sockets are recessed, and have voids above 
  them.  In each right eye socket is a small lever.  Should 
  anything less than all four levers be pulled 
  simultaneously, eight corpses jellies (AC 9, HD 1+2, hp 6 
  each, #AT 1, D 1d6, MV (3Ê, walk 30Ê), Save F 1, ML 
  12) will be released, one from each eye socket.  Every 
  player with their hands on a lever when this occurs will 
  be subject to an attack from a corpse jelly as it is 
  released.  The players will be surprised on a 1�4 on a d6.  
  The jellies will use the first round of combat to engulf the 
  skeletons, if they are within reach when the monsters are 
  released. 
   
  If all four levers are pulled simultaneously, the stone 
  behind each of the mouths will lift away, allowing the 
  players to crawl through into room 3. 
   
   
   
  Room 2 
   
  3. Tarnished Bones 
  This room contains a skeleton made of tarnished silver.  
  The skeleton looks human, except for the tiny silver 
  fangs in the jaw.  The skeleton is worth 900 gp. 
   
  4. Dart Trap 
  Along the northern wall of this room are a dozen small 
  holes, roughly five feet above floor level.  The floor of 
  this room is a large pressure plate, that if triggered will 
  cause darts to fly out of the holes.  Every player in the 
  room who isnÊt ducking will need to make a save vs. 
  wands, or take 1d6 points of damage from the darts. 
   
  A 3Ê wide strip running the west wall between the two 
  doors is the only safe spot to stand in the room. 
   
  5. Empty Room 
  This room is empty, except for dust and a few mounds 
  of dried excrement. 
   
  
  54 
  6. Dungeon Casualties 
  Three jawheads (AC 5, HD 2, hp 8 each, #AT 1, D 1d6, 
  MV (40Ê), Save F2, ML 10) are busy gnawing on a 
  corpse in the center of this room.  The corpse is no 
  longer recognizable as the goblin it once was; all that is 
  left is gnawed and split bones and a few gobbets of 
  bloody flesh.  It does wear a golden necklace worth 150 
  gp. 
   
  7. Empty Room 
  This room is empty, even of dust.  Nothing has come 
  here for many centuries. 
   
  8. Ichor Storage 
  The eastern wall of this room is lined with rusted 
  shelving.  All the shelves but one are covered with small 
  mounds of dust.  The exception is a shelf with a rack of 
  6 small glass vials, each containing a clear liquid.  The 
  rack is labeled „Ichor Samples‰.  If the fluid is consumed, 
  a result of 1�2 on a d6 indicates 1 hit point of damage is 
  healed, 3�4 indicates nothing happens, and 4�6 indicates 
  the consumer takes 1 hit point of damage. 
   
  9. Place of Bones 
  This long hall is knee�deep in bones for as far as the eye 
  can see.  It is where the screechmen discard the remains 
  of their meals.  Most of the skulls appear non�human, 
  being from screechmen, morlocks, and goblins, but 
  towards the southeast corner, there are very ancient 
  human bones. 
   
  Walking through the bones is very noisy, and wandering 
  monster checks should be made every turn.  Parties 
  moving towards the screechmen in room 10 will 
  automatically alert them if they are unable to find a way 
  to keep the bones from rattling as they move through 
  them. 
   
  At the southeast end of this hall is a large, open stone 
  box (six feet long by three feet wide by three feet deep).  
  It is carved from the same stone as the floor of this cave, 
  and cannot be moved.  A bas relief sculpture of a leafy 
  tree is carved into the wall behind the box, running from 
  floor to ceiling.  Six feet above the floor, a niche is set 
  into the trunk of this tree, with three pins of an unknown 
  metal protruding from the bottom of the niche. 
   
  If a green crystal skull is placed onto the pins in this 
  niche, it will begin to glow brightly.  If a non�magical 
  object is placed into the stone box (or is already in the 
  stone box when the skull is placed into the niche), it will 
  gain a +1 enchantment, and the skull will burst into a 
  cloud of sparkling green dust. 
   
  If multiple non�magical objects are placed into the stone 
  box, only one (selected randomly) will gain the 
  enchantment. 
   
  If items other than weapons or armor are placed in the 
  box, it is up to the refereeÊs discretion as to what power 
  is gained.  A ring could become a ring of protection +1, a 
  rope could become a rope of climbing, etc.  The 
  enchantments gained should be relatively minor. 
   
  Items that are already magical will not gain any 
  enchantment (including protonium and argonium 
  artifacts), and will not cause the green skull to burst. 
   
  Skulls of another color placed on the pins will cause 
  sparks to fly from the skullÊs surface, and the skull to 
  vibrate noisily until it is removed. 
   
  10. Screechmen 
  10 screechmen (AC 7, HD 1, hp 5 each, #AT 1,  D 
  1d6, MV (40Ê, climb 20Ê), Save F1, ML 9) make their 
  home in this room. 
   
  11. Screechmen Nest 
  6 screechmen adults (AC 7, HD 1, hp 5 each, #AT 1, D 
  1d6, MV (40Ê, climb 20Ê), Save F1, ML 9) watch over the 
  young (12 of them, hp 1 each, noncombatant).  There is 
  a pile of 10,000 sp that the young screechmen enjoy 
  rooting around in, and 3 half�devoured morlock corpses. 
   
  12. Empty Room 
  This room has a few scattered bones on the floor, and 
  nothing else. 
   
  13. Storage Closet 
  There is a rusty bucket and an ancient, brittle broom with 
  crumbling bristles in this storage closet. 
   
  14. Animation Lab 
  Standing against the north wall is a large machine, 
  encased in a rusting metal framework 10Ê by 10Ê square, 
  made up of many tubes and wires running to and from 
  14 cracked, empty glass jars.  The jars rest on shelves 
  within the framework.  In the center of the framework is 
  an upright, rusty metal coffin.  The coffin will swing open 
  easily, and is filled with soft foam, with a man�shaped 
  indentation sculpted into it. 
   
  There is a crystal dome protruding from the ceiling, 1Ê in 
  diameter and 6‰ deep. 
   
  On the south wall, between the secret door and the 
  normal door, is a small switch, in the down position.  If 
  moved to the „up‰ position, the crystal dome will light 
  up, illuminating the room.  If the switch is pushed inward 
  (rather than flipped up or down), the secret door will 
  open. 
  
  55 
  From the south side of the secret door, there is a blue 
  button next to it that, when depressed, will open the 
  door. 
   
  15. More Tarnished Bones 
  The door to this room has swollen shut, and will require 
  an „Open Doors‰ roll to successfully open.  There is a 
  body�shaped clump of blue fungus, about 8 inches thick, 
  on the floor.  Within the fungusÊ lower section are the 
  legs and hips of a tarnished silver skeleton, worth 300 
  gp.  The upper section is nothing but fungus. 
   
  There is a crystal dome protruding from the ceiling, 1Ê in 
  diameter and 6‰ deep. 
   
  On the north wall, between the secret door and the 
   
   
   
  Level 1 
  
  56 
  normal door, is a small switch, in the down position.  If 
  moved to the „up‰ position, the crystal dome will light 
  up, illuminating the room.  If the switch is pushed inward 
  (rather than flipped up or down), the secret door will 
  open. 
   
  From the north side of the secret door, there is a blue 
  button next to it that, when depressed, will open the 
  door. 
   
  16. Cross Room 
  In the center of this room are 4 vagabond mushrooms 
  (AC 7, HD 2, hp 9 each, #AT 1, D 1d6, MV (30Ê), Save 
  F2, ML 8), jockeying with each other to see which shall 
  have the privilege of feeding on the battered screechman 
  corpse here. 
   
  The center 10Ê sections of the eastern and western walls 
  are framed by raised stonework depicting fluted columns, 
  with a lintel protruding 10Ê above the floor.  Above the 
  lintel is a recessed niche, a foot wide, high, and deep.  
  Three pins of an unknown metal protrude from the stone 
  at the bottom of the niche. 
   
  The openings to the north and south have similar raised 
  stonework and lintels surrounding the actual tunnel 
  openings, and niches above the lintels.  The two niches 
  here, however, have crudely�carved stone skulls sitting in 
  them.  Removing the stone skulls will reveal the same 
  three metal pins in each niche. 
   
  If a red crystal skull is placed on the pins in one of these 
  niches (or is present in the niche at the portalÊs 
  destination), it will begin to glow, and the framed area 
  below will be replaced with thick red fog.  Anyone 
  passing through the fog will be teleported to one of the 
  following locations, depending on which opening they 
  pass through: 
   
  a. North Portal:  The Chapel of Skulls (on the sixth level) 
  b. East Portal:  A secret room beneath an ancient, ruined 
  stone structure in the woods some 30 miles to the 
  northeast of Denethix.  This offers a way for adventurers 
  to quickly (and secretly) enter the Anomalous Subsurface 
  Environment. 
  c. South Portal:  The Iron Scourge (on the fifth level) 
  d. West Portal:  The Sunken Pillars (on the fourth level) 
   
  If the skull is placed over the northern or southern 
  tunnel, creatures on the opposite side will not see the 
  field of reddish energy, but will be unable to pass through 
  into the room – an invisible wall of force will stop them 
  (and stop any spell effects from passing through the 
  barrier).  The same effect will happen if a red skull is 
  placed in the niche at the portalÊs destination. 
   
  It is important to note that only a single skull is needed to 
  activate a portal, and it can be present at either end of 
  the portal.  Removing the skull will instantly close the 
  portal.  This does leave the possibility that somebody or 
  something may remove an unguarded skull left by 
  adventurers as they pass through a portal, thus trapping 
  them somewhere deep within the dungeon. 
   
  Skulls of another color placed on the pins will cause 
  sparks to fly from the skullÊs surface, and the skull to 
  vibrate noisily until it is removed. 
   
  The stone skulls currently in place to the north and south 
  have no effect at all; they are merely decorative 
  placeholders. 
   
   
   
  Room 16 
   
  17. Screechman Surprise 
  This room is surrounded by a stone balcony, ten feet 
  above the floor, supported from beneath by stone 
  columns and arches.  The ceiling is 30Ê above floor level.  
  The two corridors to the north enter this room at the 
  balcony level, while the door to the south is at floor level. 
   
  12 screechmen (AC 7, HD 1, hp 5 each, #AT 1, D 1d6, 
  MV (40Ê, climb 20Ê), Save F1, ML 9) are scattered about 
  this room.  When the party enters the room, a few will 
  begin screaming at the party to locate them, while the 
  rest will climb underneath the balconies to surprise the 
  players. 
   
  18. Empty Room 
  This room is empty of everything except dust.  When the 
  door on the southern wall is opened, the characters will 
  see the back of the tapestry hanging at location 24b. 
   
  
  57 
  19. God’s Eye 
  This room is bare, with the exception of a functional 
  GodÊs Eye in the middle of the western wall. 
   
  This GodÊs Eye is a large black metal circle, 10Ê in 
  diameter, with an intact imaging screen.  When the 
  players first enter the room, the GodÊs Eye will be filled 
  with the image of a giant, slit�pupiled eye, moving about 
  and watching the party.  The pupil is black, and the iris is 
  a deep purple. 
   
  Anyone touching the GodÊs Eye must save vs. magic or 
  be forced to attack the party for 1d3 rounds. 
   
  On subsequent visits to this room, the GodÊs Eye will 
  only show the slit�pupiled eye on a roll of 1�2 on a d6.  
  There is no ill effect from touching the GodÊs Eye while 
  the slit�pupiled eye is not present. 
   
  20. Fungal Sentries 
  The ceiling of this room has two distinct clumps of 
  yellowish fungus with strange knobby growths near the 
  western side of the room. They are flat shriekers (AC 9, 
  HD 2, hp 9 each, #AT shriek, D none, MV (1Ê), Save 
  F1, ML 12). 
   
  The ceiling is 20Ê high here, and missile weapons will be 
  required to hit the flat shriekers. 
   
  21. Upper Throne Room 
  This large room has a raised dais against the western 
  wall, with a stainless steel throne atop it.  Careful 
  inspection will reveal curve drag marks on the stone near 
  the throne.  It can be pivoted to reveal a trap door, with 
  a ladder leading 40 feet down to a tunnel. 
   
  The throne itself is covered with raised steel sculptures of 
  winged cherubs.  The cherubs are threatening in 
  appearance, with empty eye sockets and cruel smiles. 
   
  The seat of the throne is a pressure plate.  When 
  someone sits on the throne, the trap will be activated.  
  The raised cherubs on the back of the throne will slide 
  out of the way, and blades will spring out of the slots 
  revealed by the moving cherubs.  The character sitting on 
  the throne will take 1d6 points of damage. 
   
  The archway to the north is likewise ornately carved with 
  the same threatening cherubs.  It is not trapped, 
  however. 
   
  22. Party Balloons 
  There are 6 malignant spheres (AC 6, HD ½, hp 2 each, 
  #AT 1, D 1d4, MV (20Ê), Save F 1, ML 9) hovering 
  above the door.  They will surprise on 1�3 on a d6. 
   
  The eastern section of the room is full of empty barrels 
  and crates, of advanced age and somewhat decayed.  
  The southern section contains several empty rolling 
  clothes�racks, with corroded wire hangers. 
   
  23. Tunnel 
  This rough�hewn tunnel has empty torch brackets every 
  5Ê on either side.  At the northern end, there is a ladder 
  leading 40Ê up, where further progress is blocked by 
  what appears to be a stainless steel plate (the bottom of 
  the throne in room 21).  There is an indentation in the 
  plate that can be used to move the throne above. 
   
  The secret door halfway down the tunnel is activated by 
  pulling on a nearby torch bracket.  From the 
  southwestern side of the secret door, the wall has 
  handles that may be used to pull and slide the door open. 
   
  24. Dungeon Highway 
  This wide corridor allows easy access to most areas of 
  this level.  It is a dangerous place to be, and wandering 
  monsters should be checked every turn (rather than every 
  2 turns).  At either end of the corridor is a deep well, 
  leading down to the second level.  Morlock hunting 
  parties will often use the northeast well, laying a metal 
  bar across the well and tying a long rope of woven sinew 
  to it.  There is a 10% chance on any visit to the northeast 
  end of the tunnel that 4 morlocks (AC 8, HD 1, hp 5 
  each, #AT 1, D 1d6, MV (40Ê), Save F 1, ML 9) will be 
  found standing guard over just such a pole�and�rope 
  contraption. 
   
  The wells are simply deep holes in the floor; they have 
  nothing to keep anyone from accidentally falling into 
  them.  The well on the western end has a horrific stench 
  of humanoid waste rising from it, and leads to room 120 
  on the second level.  Dim red light can be seen at the 
  bottom of the well on the eastern end – this well leads to 
  the massive cavern at area 121 of the second level. 
   
  The western end of this corridor has many small alcoves, 
  described below. 
   
  a. This alcove contains an organ built from bones and 
  skulls.  The skulls are a mix of human, morlock, goblin, 
  and screechman.  Any attempt to play it will cause it to 
  noisily collapse, bringing a wandering monster to 
  investigate on a roll of 1�4 on a d6. 
   
  b. The door at the southern end of this alcove has 
  massive claw marks gouged into it. 
   
  c. There is a moldy, tattered tapestry hanging on the 
  north wall, depicting screechmen hunting down fearful�
  looking humans in ancient clothing.  The door behind 
  can be seen through tears in the tapestry. 
  
  58 
  d. This alcove is empty. 
   
  e. A half dozen empty casks are stacked here.  The lids 
  have been torn off. 
   
  f. This alcove has stone shelves on all three sides.  There 
  are 157 small stone urns on the shelves.  Each contains 
  ashes and bone fragments. 
   
  g. This alcove is empty. 
   
  h. There are two rotting reclining chairs here. 
   
  i. On the northern wall of this alcove a mural is painted, 
  and it is surrounded by a raised, glowing purple border.  
  The mural depicts a goblin looking over a stone labyrinth 
  filled with rotting garbage and corpses. 
   
  j. There is a stone sarcophagus in this alcove.  If opened, 
  a skeleton (AC 7, HD 1, hp 5, #AT 1, D 1d6, MV (20Ê), 
  Save F 1, ML 12) will attack.  The sarcophagus has a 
  false bottom, and underneath it is a jeweled spear.  The 
  shaft is rotten, and the spearhead rusty, but the fistful of 
  small jewels that can be pulled off are worth a total of 
  300 gp. 
   
  k. Six skeletons (AC 7, HD 1, hp 5 each, #AT 1, D 1d6, 
  MV (20Ê), Save F 1, ML 12) stand in this alcove, two 
  against each wall.  If disturbed, they will attack.  If the 
  players do not touch them in any way, they will do 
  nothing. 
   
  l. This alcove is empty 
   
  m. 20 lapis lazuli gemstones have been pressed onto the 
  walls of this alcove with a low�quality adhesive.  They are 
  easily pried off, and are worth 10 gp each. 
   
  n. There are five heaps of ash on the floor of this alcove. 
   
  o. 5 human arms, so old they have naturally mummified, 
  lay on the floor of this alcove.  They are all right arms. 
   
  p. The door in the southern wall of this alcove has a 
  morlock skin nailed to it. 
   
  q. This is not an alcove, but rather a skillfully crafted 
  arch.  At the apex of the arch is a smiling, bearded face 
  (the same face sculpted on the wall of room 53). 
   
  25. Dripping Room 
  There is a narrow crack in the western end of the ceiling, 
  dripping muddy water onto the floor. Over time, this has 
  built up a large mound of moist dirt at the western end of 
  the room (about 2Ê high and 5Ê wide).  There are three 
  holes in the dirt, about 6‰ wide.  If anybody disturbs the 
  mound, they will be attacked by the holesÊ residents, 5 
  giant centipedes (AC 9, HD ½, hp 1 each, #AT 1, D 
  poison, MV (20Ê), Save F 0, ML 7). 
   
  26. Goblin Patrol 
  There are 7 goblins here (AC 6, HD 1�1, hp 4 each, 
  #AT 1, D 1d6, MV (20Ê), Save F 0, ML 7), waiting to 
  ambush any creatures coming from the second level. 
   
  27. Bejeweled Bung 
  In the center of this room is an elongated stone dome, 4Ê 
  high, resembling a beehive.  Plunged into the top of the 
  dome is a golden spike, with an aquamarine gem 
  attached. 
   
  The beehive is hollow, and filled with poison gas.  If the 
  spike is removed, the gas will be released into the room.  
  The person who released the gas must save vs. poison or 
  die.  Others in the room have 1 round to immediately 
  leave, or they too must save vs. poison or die.  If 
  someone successfully saves, but remains in the gas, they 
  will have to make another save every round they remain 
  in the poison. 
   
  If the door is not shut after the gas is released, it will 
  spread into room 26 as well.  It will take 1d6 days for the 
  gas to dissipate, due to the lack of ventilation.  Leaving 
  both the door between 26 and 27 and the door between 
  26 and 31 open will cause the gas to dissipate much 
  more rapidly, in only 2d6 turns. 
   
  The aquamarine may be safely pried off the spike 
  without causing the gas to be released, should the players 
  try that. 
   
  The golden spike is worth 200 gp, and the aquamarine 
  an additional 400 gp. 
   
  28. Slime Cellar 
  The floor of this room is covered with an orange slime, 
  one inch thick.  It is a green slime (AC always hit, HD 2, 
  hp 8, #AT 1, D dissolve, MV (1Ê), Save F 1, ML 12), 
  discolored due to minerals that it has absorbed. 
   
  The secret door is activated by pushing on a loose stone 
  in the northern wall, next to the secret door itself.  From 
  the northern side of the secret door, the wall has handles 
  that may be used to pull and slide the secret door open. 
   
  29. Restless Chamber 
  This room seems like it would be a safe haven, but 
  hidden away under a loose stone in the floor is an amulet 
  of vampiric health. 
   
  
  59 
  30. Treasure 
  This room contains ancient wooden shelving, in 
  remarkably sound shape for its age.  On the shelves are a 
  total of twenty clay pots, each holding 100 sp.  There is 
  also a short obsidian statue (4Ê tall) of a man staring 
  despondently at his empty hands, worth 150 gp to a 
  collector. 
   
  31. Vast Cave 
  This vast void in the natural stone of the mountain is 
  spanned by a bridge of stainless steel wire and boards of 
  some strange gray material (shell fragments from giant 
  pill bugs), tied to the wire with leather cords.  There is a 
  strong breeze blowing through the cave, caused by 
  temperature differences between the upper and lower 
  sections of the cave. 
   
  The northern and southern ends of the bridge have 
  rooms of finished stone cut out of the living rock.  If the 
  players go to the eastern edge of the southern room, the 
  cave opening to room 32 will be just visible by torchlight. 
   
  Anyone falling off the bridge will plummet 280 feet to 
  the watery cave in the third level.  See room 10 of level 
  3. 
   
  32. Stirge Nest 
  Ten stirges (AC 7, HD 1, hp 4 each, #AT 1, D 1d3, MV 
  (30Ê, fly 180Ê), Save F2, ML 9) nest here, hanging from 
  the ceiling like bats.  The floor is covered with their 
  guano.  There are large flattened tracks in the guano 
  leading through this cave, left by the pincer serpent in 
  room 34. 
   
  33. Empty Cave 
  This cave is completely empty. 
   
  34. Serpent’s Redoubt 
  A pincer serpent (AC 4, HD 4, hp 20, #AT 3, D 
  1d8/1d6/1d6, MV (20Ê), Save F4, ML 8) has made its 
  lair here.  It typically goes forth to the second and third 
  levels to hunt for prey, and has only a 50% chance of 
  being present, in which case it will be curled up with its 
  treasure in the southernmost portion of the cave. 
   
  The cave is filled with split and crushed bones, and the 
  dung of the serpent.  In the southernmost corner of the 
  cave is the serpentÊs treasure: 5,000 sp, 400 ep, and a 
  gold goblet worth 150 gp. 
   
  Note that even if the serpent is not initially present, it will 
  almost certainly (5 in 6 chance) return if an extended 
  effort to empty its lair of loot occurs, surprising on 1�4 
  on a.d6, unless a careful watch is being kept  A quick 
  effort will be difficult given the inaccessibility of the cave. 
   
  35. Lair of the Beast 
  A goblin spider (AC 5, HD 3, hp 15, #AT 1, D 1D8, 
  MV (40Ê), Save F3, ML 11) has made its lair in this room.  
  The room is full of the bones of its prey, predominantly 
  morlocks and screechmen.  In a corner of the room is a 
  locked metal box, containing 3,000 sp and 12 citrine 
  gems, worth 50 gp each. 
   
  36. Empty Room 
  This octagonal room has a plain wooden table and two 
  wooden chairs.  The furniture is somewhat dry�rotted, 
  and wonÊt take any weight. 
   
  37. Present from the Morlocks 
  The floor of this room is covered with debris (stone, 
  wood, and bits of dried fungus). The far southern wall is 
  covered with some kind of fungus, running from floor to 
  ceiling. 
   
  Suspended from the ceiling is a large net of leather, dyed 
  gray like the stone ceiling above.  It has several bits of 
  rusty metal tied to it. 
   
  There is a tripwire buried under carefully placed bits of 
  loose debris in the center of the room.  It runs down to 
  the southern wall and up, under the fungus, to the net.  If 
  tripped by a player crossing the room or poking around 
  in the debris with a pole, the net will drop, trapping all 
  players in the northern 30Ê by 30Ê section of the room.  
  A save vs. paralyzation will allow players who are near 
  the exits or southern end of the room to escape the net.  
  Other players are automatically caught. 
   
  The metal tied to the nets will make quite a racket as it 
  falls, alerting the morlocks in room 38, who will come to 
  see if they have captured the delicious goblin�flesh they 
  have been hunting for.  They arenÊt averse to a bit of 
  human, of course.  It will take one round for the 
  morlocks to arrive. 
   
  It will take 8 points of damage from an edged weapon to 
  cut a player free from the net (no roll to hit needed).  
  Each player caught will need to be freed individually.  A 
  player caught in the net may try to cut himself free, but 
  cannot effectively attack or defend against the morlocks 
  (and will thus have no Dexterity bonus to AC while 
  trapped). 
   
  If players explicitly look at the ceiling, they will see the 
  net.  Otherwise, they have only a 1 in 6 chance (roll once 
  for the entire party).  The tripwire running up the 
  southern wall has been deliberately buried under fungus 
  placed here by the morlocks, and is not normally 
  detectable. 
   
  
  60 
  38. Morlock Hunting Party 
  6 morlocks (AC 8, HD 1, hp 5 each, #AT 1, D 1d6, MV 
  (40Ê), Save F1, ML 9) are here, waiting for the trap in 
  room 37 to be triggered. 
   
  There is a loose stone in the south wall next to the secret 
  door, that if pushed will cause the door to swing open. 
   
  39. Safe Haven 
  This room is empty, containing nothing but dust. 
   
  40. Safe Haven’s Closet 
  This small storage room is also empty. 
   
  41. Conference Room A 
  A placard on the outside of the northern door reads 
  „Conference Room A‰. 
   
  The room is full of trashed furniture.  Wooden chairs, 
  sofas, tables, shelves, and cabinets have been broken into 
  splinters.  Between, and on top of, the debris are several 
  piles of dung. 
   
  The vandals, and manufacturers of the dung piles, are 10 
  goblins (AC 6, HD 1�1, hp 4 each, #AT 1, D 1d6, MV 
  (20Ê), Save F 0, ML 7) that have moved in. 
   
  42. Conference Room B 
  This room resembles room 41, only without the goblins.  
  A placard on the outside of the southern door reads 
  „Conference Room B‰. 
   
  43. Goblin Lair 
  This room is filled with piles of goblin dung, mounds of 
  rags and filth used as goblin bedding, a half dozen sets of 
  goblin�sized „rags�n�metal�scraps‰ armor, and 15 crude 
  spears, crafted from bones, sinew, and bits of furniture. 
   
  In the northwest corner of the room are piled eleven 
  goblin spawn�sacks, with noncombatant larval goblins 
  inside. 
   
  One dozen goblins (AC 6, HD 1�1, hp 4 each, #AT 1, D 
  1d6, MV (20Ê), Save F 0, ML 7) have made this room 
  their lair. 
   
  The goblins have hidden their treasure under one of the 
  piles of rags.  They have collected a heap of 8,000 sp 
  and 1,000 gp. 
   
  44. Remains of the Hive*Mind 
  Stairs lead down from the northern doors to the main 
  section of this room, where visitors were to bend knee to 
  the Hive Mind placed on the southern platform.  A 
  morlock raid long ago slew the Hive Mind, and little 
  remains to threaten visitors to this room. 
  In the lower section of this room, there are wooden poles 
  that once held the banners of the Hive Mind.  Now, they 
  are nothing but shredded, mildewed gray rags hanging 
  from the spongy wood. 
   
  The upper platform has a large, but broken, cylindrical 
  glass jar (3Ê high, 2Ê in diameter), sitting on an ornately 
  carved wooden table.  The table has begun to rot, 
  rendering it valueless.  There are shattered pieces of glass 
  scattered around the floor near the table. 
   
  45. Conference Room C 
  The southeast door to this room, labeled on the outside 
  with a placard reading „Conference Room C‰, is slightly 
  ajar.  Within the room are 3 giant spitting beetles (AC 4, 
  HD 2, hp 8 each, #AT 1, D 1d6 or toxic spit, MV (40Ê), 
  Save F1, ML 8). 
   
  This room has a large pressboard table in the center of it, 
  surrounded by pressboard office chairs with rotted 
  cushions.  All the furniture suffers from dry rot.  There 
  are 6 lamps in this room as well, one in each corner, one 
  by the center of the west wall, and one by the center of 
  the south wall.  The lamps, mounted on 7Ê high 
  tarnished brass poles with wide bases, have rotted 
  shades, and are fueled by oil (they are currently dry, 
  however). 
   
  The lamp along the center of the western wall is fixed to 
  the floor, unlike the other lamps.  If rotated clockwise, 
  the secret door to the west will open. 
   
  The door to the north has a placard on it, reading 
  „Conference Room D‰. 
   
  46. Conference Room D 
  This room is furnished identically to room 45.  The door 
  to the north has no placard, however. 
   
  47. Kitchen 
  Along the north wall is a metal table, with metal cabinets 
  mounted above it.  The cabinets are empty, and the 
  metal table has nothing on it but an empty metal urn 
  with a piece of wire dangling from its bottom. 
   
  The table is bolted to the floor.  If the players look 
  underneath the table, they will see a small metal lever 
  sticking out of the wall right below the table top.  The 
  lever may be moved horizontally, which will open the 
  secret door to room 38. 
   
  48. Secret Conference Room 
  This room has a large, ornately carved mahogany table, 
  worth 500 gp.  It is surrounded by 8 clawfoot mahogany 
  chairs, with deteriorated leather padding, worth 50 gp 
  each.  On top of the table is an empty crystal decanter, 
  
  61 
  worth 100 gp, and four crystal ashtrays worth 50 gp 
  each. 
   
  There is a cabinet along the northwest wall.  It contains 7 
  bottles of ancient wine, turned to worthless vinegar after 
  so many passing millennia.  It also has an opaque black 
  bottle labeled „Orange Water from Fountain, Level 3, 
  Thaumaturgically Preserved‰, that will act as a potion of 
  healing.  The bottle radiates magic, and may be re�used 
  to transport liquids from the Fountain Room (room 62 of 
  level 3). The cabinet is also made of ornately carved 
  mahogany, and is worth 250 gp. 
   
  Along the southwest wall is a mahogany roll�top desk, 
  worth 350 gp.  Within the desk is a scroll inscribed with 
  the magic�user spell sleep, and a brilliantly reflective 
  protonium�metal letter opener (treat as a dagger +1). 
   
  The secret door to the southeast is not secret from this 
  side, of course.  It may be opened using large stainless 
  steel handles mounted on the stone door. 
   
  49. Floor Spikes 
  The floor of this room is covered with 1‰ wide holes, 
  spaced 2‰ apart from each other.  Anyone looking down 
  the holes will see the tip of a metal blade. 
   
  The entire floor of the room is pressure�sensitive, and 
  any weight more than 20 pounds on the floor will cause 
  the blades to pop up 6‰, causing 1d6 points of damage.  
  Anyone trying to cross will take another 1d6 points of 
  damage for every step. 
   
  The door to the northeast is made of protonium�metal, 
  rather than iron�reinforced oak.  A sign affixed to it reads 
  „Warning: Anomaly Ahead.  Authorized Personnel 
  Only.‰ 
   
  50. Storage Room 
  This room has eight quarter�inch thick stainless steel 
  plates, each 3Ê wide by 5Ê long, leaning against the east 
  wall. 
   
  51. Misty Arches 
  The walls of this room are lined with archways, leading 
  into small 10Ê by 10Ê rooms.  Each archway is filled with 
  a thick mist of a different color (red, orange, yellow, 
  white, black, green, blue, and purple), blocking vision 
  into the room beyond.  In the center of the room is a 
  stone pedestal, with a bronze jug standing upon it.  The 
  jug has the image of a monkey�headed winged serpent 
  carved into it, and is worth 10 gp.  The jug is full of fresh 
  water. 
   
  Characters attempting to walk through the mists will find 
  that only one player can be present in the room beyond 
  at a time; other characters will be stopped as if the mist 
  was made of solid stone.  Should two characters attempt 
  to enter simultaneously, roll randomly to see which 
  character makes it through the mist. 
   
  Each room has a painted scene on the walls, floor, and 
  ceiling, and large stone basin sticking out of the far wall, 
  with a drain hole in the bottom.  Whatever plumbing 
  connects to the drain hole, it must be running through 
  the wall, as the drain hole does not exit on the underside 
  of the basin.  Should a character pour water from the 
  bronze jug into the basin, a magical effect will be 
  triggered.  The mist colors, painted scenes, and magical 
  effects are detailed below. 
   
  Once an effect has occurred, it will not be available for 
  another yearÊs time.  Pouring anything less than a full jug 
  of water will have no effect, nor will pouring water from 
  a container other than the jug. 
   
  a. Red Mist: the mural here is of flames and burning 
  coals.  Pouring the water down the basin will cause a 
  small glowing ball of red�yellow firelight to fall onto the 
  floor, next to the character.  If thrown, this ball will act as 
  the fireball spell, doing 3d6 points of damage (and 
  consuming itself in the process).  If not used within 24 
  hours, it will turn to a small ball of cold charcoal. 
   
  b. Orange Mist: the mural here is of a field of orange 
  poppy flowers.  Pouring the water down the basin will 
  cause the character to become intoxicated, and he will 
  have a �2 on all to hit rolls for the next 24 hours. 
   
  c. Yellow Mist: a scene depicting a costume ball, with the 
  guests recoiling in horror from a figure dressed in rags 
  and wearing a tattered white mask.  Pouring the water 
  down the basin will cause the scene to animate, and the 
  character will see a horrible crowned figure in yellow 
  robes enter the room, before the walls fade entirely to 
  whitewashed plaster.  Having seen the King in Yellow, 
  the character permanently loses 1d3 points of wisdom. 
   
  d. White Mist: the room beyond is painted sky�blue, with 
  fluffy clouds.  Pouring the water down the basin will 
  cause the character to be able to fly, as per the magic�
  user spell, for the next 24 hours. 
   
  e. Black Mist: the walls, floor, and ceiling are painted 
  black.  Pouring the water down the basin will cause the 
  playerÊs pupils to expand, until they occupy the entire 
  visible portion of the eyeball.  The character will now 
  have wide spectrum vision, such as dwarves and elves 
  possess, for the next 24 hours.  If the character already 
  has wide�spectrum vision, they are able to briefly see 
  between space and time, and must save vs. magic or 
  
  62 
  become comatose for the next 1d6 turns, as their mind 
  cannot handle the sights revealed. 
   
  f. Green Mist: this room is painted in a jungle scene, with 
  thick vegetation on the walls, and lianas and other vines 
  painted on the ceiling overhead.  Pouring the water 
  down the basin in this room will cause a monkey to leap 
  out of the image overhead and land on the characterÊs 
  back.  The monkey has 4 hp, is AC 9, and will not let go 
  of the character.  Any hits to it will split the damage 
  between the character and the monkey.  It has no 
  attacks.  The monkey will hoot and holler for the next 24 
  hours, making surprise impossible, and increasing the 
  chance of wandering monsters by 1.  After the 24 hour 
  period expires, the monkey will fall to the floor, dead. 
   
  g. Blue Mist: the room is painted in an undersea scene, 
  with fishes, octopuses, and coral reefs on the walls and 
  ceiling.  Pouring the water down the basin in this room 
  will cause the character to be able to breathe water for 
  the next 24 hours. 
   
  h. Purple Mist: the room is painted with veins of purplish 
  color, ranging from near�black to lavender.  Pouring the 
  water down the basin will cause the veins to begin to shift 
  and move around the floor, walls, and ceiling of this 
  room.  The tendrils will then reach up from the floor and 
  wrap themselves around the character.  The writhing 
  bands of color will twist around him for the next 24 
  hours, giving him +2 to his armor class for the duration. 
   
  52. Arched Antechamber 
  This room has 5 cave locusts (AC 4, HD 2, hp 7 each, 
  #AT 1, D 1d2 (bite)/1d4(slam)/(spit), MV (20Ê, fly 60Ê), 
  Safe F2, ML 5) searching for food.  They have flown up 
  from the second level. 
   
  The ceiling here is 20Ê high and dome�shaped, supported 
  by reinforcing beams of ornately carved black stone. 
   
  53. The Oracle 
  On the southwest wall is a massive bas�relief of a smiling, 
  bearded man with an open mouth.  It stretches from 
  floor to ceiling.  There is a recessed cavity behind the 
  mouth, darkened with dried blood. 
   
  If the recessed cavity is filled with blood, it will appear to 
  slowly drain away.  When it is gone, a loud voice will 
  loudly order, „ASK YOUR QUESTION, MORTAL.‰  
  The bas�relief will accurately answer one question posed 
  to it, and will not speak again for a month. 
   
  The recessed cavity is large enough that filling it would be 
  fatal for most human�sized beings. 
   
  The morlocks occasionally consult this oracle for 
  guidance, and are responsible for the bloodstains in its 
  mouth. 
   
  54. Empty Room 
  This room is empty, except for dust. 
   
  55. Dance Hall 
  The floor in this room is made of damp rotted wood 
  planking, and the ceiling to this room is a large mirror.  
  Reflected in it will be the four vagabond mushrooms (AC 
  7, HD 2, hp 9 each, #AT 1, D 1d6, MV (30Ê), Save F2, 
  ML 8) that are currently roaming about the hall. 
   
  The southern door to this room stands ajar when first 
  encountered. 
   
  56. Empty Room 
  This room has several decaying, and empty, wooden 
  shelves along the southern wall. 
   
  57. Great Dining Hall 
  This room has rows of fluted columns running down its 
  sides.  Between the rows of columns is a long decaying 
  banquet table, draped with a tattered table cloth.  At the 
  southern end of the room, at the head of the table, 
  stands a malicious mirror. 
   
  58. Kitchen 
  The kitchen here is bare.  The room is empty.  The only 
  things of note are the cracked tile floor, and a small hole 
  in the ceiling in the southeast corner, 4‰ wide, that was 
  used to vent the stoves. 
   
  59. Refrigeration 
  This room is freezing cold.  Stacked in the corner are five 
  human bodies, covered with frost and black with age.  
  The bodies wear ancient clothing, and one of the female 
  bodies has two platinum bracelets worth 150 gp each, 
  and a platinum necklace with an onyx gem worth 300 
  gp. 
   
  There is no visible reason why this room should be as 
  cold as it is. 
   
  60. Antechamber 
  There are four poles supporting tattered gray banners 
  against the walls, two to the north, and two to the south.  
  Whatever designs the banners may once have borne 
  have faded to nothing. 
   
  61. Bugs in the System 
  The arched ceiling to this room is hidden in the gloom, 
  40Ê above.  The north, south, and east walls of this room 
  are decorated with 20Ê tall, 10Ê wide tattered gray 
  tapestries.  Whatever color there once was has long since 
  
  63 
  faded away.  Each of the 15 tapestries has 10 solid silver 
  tassel�like decorations hanging from its bottom, worth 5 
  gp each (total 750 gp).  Careful inspection will reveal that 
  the tassels are suspended from thin metal wires threaded 
  through the tapestries. 
   
  On the floor in the center of the room are three goblin 
  skeletons.  If examined closely, the skeletons have many 
  small scratches on the bones.  The floor itself is dust�free. 
   
  Should any tension be removed from any of these wires 
  (for instance, removing a tassel, or even lifting one up), 
  stone blocks along the bottom of the north and south 
  wall will lift up by a few inches, releasing four insect 
  swarms (AC 7, HD 3, hp 15 each, #AT 1 (auto�hit), D 2, 
  MV (10Ê), Save F0, ML 11).  The swarms are of flesh�
  eating beetles, each two inches long, and they prefer to 
  crawl rather than fly. 
   
  The secret door may be opened by pulling downwards 
  on the tapestry covering its section of the wall.  As long 
  as this is done gently (so the tapestry doesnÊt bounce 
  back upwards), the trap will not be activated. 
   
  62. Entrance to the Morlock Lair 
  10 morlocks (AC 8, HD 1, hp 5 each, #AT 1, D 1d6, 
  MV (40Ê), Save F1, ML 9) rest here, amid piles of refuse.  
  There is a very large, but crude, two�wheeled wooden 
  cart here, filled with bones, excrement, and other filth.  
  On a semi�regular basis, the morlocks will take this cart 
  to the well on the western end of room 24 and dump the 
  garbage down to the second level. 
   
  Several dozens clumps of rags and dried fungus, used by 
  the morlocks as bedding, are scattered around the floor. 
   
  The morlocks are lazy, and do not keep a watch, as they 
  can easily hear screechmen approaching, and the goblins 
  have not been a threat since their hive mind was slain. 
   
  The secret door to the east can be opened by prying a 
  somewhat loose stone from the wall outwards. 
   
  63. Housewives of the First Level 
  12 morlock females (AC 8, HD 1, hp 4 each, #AT 1, D 
  1d6, MV (40Ê), Save F1, ML 9) are busy preparing meats 
  of unknown origin.  Two of the females (the chiefÊs 
  preferred mates) wear leathery skin�suits made from 
  screechmen, troglodytes, and other creatures, with large 
  turquoise stones sewn into the skins.  Each skin�suit has 
  10 turquoise stones worth 25 gp each. 
   
  There are also two dozen non�combatant morlock�spawn 
  here, carefully watching the women and hoping they 
  donÊt get carved up for the cook�pot. 
   
  A cook�pot in the center of the room is on a slow boil, 
  containing hunks of fungus and grayish meat.  Smoke 
  from the fungus�log fire wafts up and into a crack in the 
  ceiling. 
   
  A demonic stone idol sits in the northeast corner of this 
  room, holding a large (2 foot wide) bloodstained gold 
  bowl in its lap, worth 250 gp.  The idol is 10Ê tall, and 
  resembles a fat snarling human with fangs and a long, 
  straight stone horn protruding from his forehead.  Seven 
  rotting hearts have been impaled on this horn. 
   
  64. Advanced Intrusion Detection System 
  The door to this room has a rope of sinew tied to the 
  handle on the inside, leading to a precariously balanced 
  pile of rusty scrap metal.  Opening the door will cause 
  this pile of metal to collapse noisily, with a 90% chance 
  of alerting any morlocks in rooms 62 and 63. 
   
  The secret doorÊs activating mechanism is hidden behind 
  a loose stone on the north wall, next to the door itself.  
  Behind the loose stone is a small keypad with four 
  buttons on the top row, numbered one through four, and 
  a single button on the bottom row, labeled ÂEnterÊ.  If a 
  player presses 1, 2, 3, and 4, in that order, and then 
  presses ÂEnterÊ, there will be a loud ÂclickÊ and the secret 
  door will swing open a few inches. 
   
  65. Chief Research Assistant’s Office 
  This room still contains ancient steel furniture, quite rusty 
  by now.  There is a desk, a chair with tattered cushions, 
  and a short cabinet.  On the stone wall next to the desk 
  is a large white square (6Ê wide by 4Ê high), with several 
  ancient inkless pens on a small shelf below it. 
   
  The desk and cabinet are empty.  However, the top 
  cabinet drawer has a false back, which will be found by 
  anybody performing a careful search.  Behind the false 
  back is a bundle of papers titled „Spectrum and 
  Wavelength Analysis of Trapezohedron.‰  The papers 
  are in an unknown scientific jargon, and the party is 
  unlikely to make heads or tails of it. 
   
  If a player is able to read and write, and rolls a 6 on a d6 
  (add the number of languages the player can speak as a 
  bonus), then he understands that the paper discusses a 
  shining black jewel the size of a manÊs fist, somewhat in 
  the shape of a trapezohedron.  The paper mentions that 
  the angles of the jewelÊs facets change depending on its 
  orientation to the viewer, and that light reflecting from 
  the jewel follows a discrete square wave rather than a 
  continuous waveform. 
   
  The cult of Science in Denethix has the ability to 
  decipher the papers if the players cannot, and would 
  purchase them for 25 gp. 
  
  64 
  The Church of Starry Wisdom would also be greatly 
  interested in these papers, as they refer to the Shining 
  Trapezohedron, a jewel that can be used to communicate 
  with their god.  If they find that the party has the papers, 
  they would do anything, up to and including murder, to 
  retrieve the papers and determine where they came 
  from. 
   
  The door to the south is not secret from this side, and 
  has an ordinary doorknob which may be used to open it. 
   
  66. Morlock Skins 
  Hanging from iron spikes jammed between finished 
  blocks of stone in the wall are three preserved morlock 
  skins.  They are making revolting squirming and crawling 
  motions as they hang on the pegs. 
   
  If a player wears one of these skins (it will not fit over 
  metal armor, although it can be worn over normal 
  clothing, leather, and padded armor), it will seal itself 
  onto the wearerÊs body.  Clothing and leather/padded 
  armor will be absorbed as the skin grafts itself on to the 
  player.  The morlock skin cannot be removed without 
  actually pulling off the victimÊs own skin, so treat any 
  such attempts as highly damaging to the „patient‰, and 
  ultimately unsuccessful. 
   
  At the end of each day that a skin is worn, there is a 
  cumulative 1 in 6 chance that the wearer will 
  permanently become a morlock, forgetting his past 
  history and relationships (so 1 in 6 the first day, 2 in 6 
  the second, etc).  A remove curse spell will remove the 
  skin from its victim, if cast before permanent 
  transformation takes place. 
   
  67. Water Supply 
  This room has eight crudely�made wooden barrels, each 
  full of only slightly fouled water. 
   
  A dozen wooden buckets, five 15Ê long metal bars, and 
  three coils of 200Ê rope (made from woven sinew) are 
  stacked near the barrels. 
   
  68. Armory 
  Several dozen crude morlock spears, loose obsidian 
  spear�heads, and uncut tree branches are piled in this 
  room.  The tree branches are leafless, old, and dry. 
   
  69. Treasured Pet of the Morlocks 
  A large albino ape (AC 6, HD 4, hp 26, #AT 2, D 
  1d4/1d4, MV (40Ê), Save F 2, ML 7) is chained to the 
  southern wall.  The thick bronze chain is 20Ê long, 
  allowing the creature to reach the middle of the room.  It 
  wears a well�crafted amethyst�and�silver collar worth 600 
  gp, attached to the chain with a strong padlock.  Chief 
  Gribnel has the key to the lock. 
  70. Harem 
  The female morlocks from room 63 come here to sleep.  
  This room is covered with foul lumps of cloth and dried 
  fungus, used as bedding. 
   
  71. Chief Gribnel’s Chamber 
  The morlock chief and shaman, Gribnel (AC 8, HD 3, hp 
  12, #AT 1, D 1d6, MV (40Ê), Save F 3, ML 9), makes 
  this chamber his home.  He officiates at the sacrificial 
  rituals to the stone god in room 63, consults the oracle in 
  room 53, and often leads the hunts on the second level, 
  using his circlet of meat detection to great effect. 
   
  On his head, he wears the aforementioned circlet of 
  meat detection, with 25 charges remaining.  He has also 
  pinned an ivory brooch through a fold of skin on his 
  chest, worth 50 gp.  The brooch is carved in the shape 
  of a womanÊs face in profile.  The chief wears a thin 
  necklace of sinew around his neck, from which dangle 
  two keys.  One goes to the padlock in room 69, and the 
  other to the door of room 100. 
   
  Under the pile of rags and dried fungus that serves as his 
  bed is a small clay bottle containing a potion of healing. 
   
  A small, rusty metal box on the floor contains 1,200 sp, 
  used for trade with humanoids in the lower levels. 
   
  72. Jellied Dead 
  Four corpse jellies, using morlock skeletons (AC 9, HD 
  1+2, hp 6 each, #AT 1, D 1d6, MV (3Ê, walk 30Ê), Save 
  F 1, ML 12) are waiting here for victims. 
   
  73. Audio/Visual Training Room 
  Along the north, south, and east walls of this room are 
  ancient couches with tattered upholstery.  They will 
  collapse if disturbed.  In the center of the room is a small 
  table of some yellow�white material, still in good 
  condition after the passing ages.  On top of it is a sleek 
  black cube with a small switch on it. 
   
  Should the party press the switch, a disembodied voice 
  announces „Security training hologram part 2‰.  Then 
  the transparent upper half of a man in clothing of an 
  ancient style appears above the box, and begins to 
  speak:  „Welcome to the Anomalous Subsurface 
  Environment.  IÊm sure youÊve all heard about some of 
  the miraculous discoveries weÊve made in the ASE:  the 
  Lazarus Room on level 2, the Fountain Room on level 3.  
  There are also many threats, which is why youÊre here.  
  Deep in theV‰  At this point, the box will begin to 
  smoke and the hologram will disappear. 
   
  74. Webbed Chamber 
  Three giant crab spiders (AC 7, HD 2, hp 12, 10, 4, 
  #AT 1, D 1d8 + poison, MV (40Ê), Save F 1, ML 7) hide 
  
  65 
  among the webs that fill this room.  Hidden in the webs, 
  and wrapped tightly in a cocoon of silk, is a dessicated 
  reptilian humanoid body with a potion of gaseous form 
  and a pouch containing 100 gp. 
   
  Note that the wall between 74 and 79 is transparent only 
  from 79.  From within this room, it looks like solid stone. 
   
  The one�way door from the hallway to the south may be 
  detected as a secret door, but there is no mechanism to 
  open the door from within this room.  From the south, it 
  appears like a large stone door with a massive steel 
  handle to pull it.  The door has springs in the hinges that 
  will cause it to shut unless propped open. 
   
  75. Undead Meditation 
  Two robed and hooded figures sit on the floor, with a 
  golden hookah (worth 500 gp) between them.  If anyone 
  enters the room, they will rise, pulling their hoods back, 
  revealing that they are two blade zombies (AC 7, HD 2, 
  hp 9 each, #AT 2 (hand blade, head butt at �4), D 
  1d8/1d4, MV (40Ê), Save F2, ML 12).  The zombies 
  have been made from human corpses, and are in an 
  advanced state of decomposition. 
   
  Strings of cheap glass beads form a curtain in the 
  archway separating this room from room 76. 
   
  76.  Empty Room 
  This room is empty.  Strings of cheap glass beads form a 
  curtain in the archway separating this room from room 
  75. 
   
  77. Pit Traps 
  The pit traps within this area are activated when weight 
  is present on the center of the pit.  It then drops the 
  characters 10Ê into the pit, causing 1d6 points of 
  damage, and the trap lid swings shut again. 
   
  78. Art Gallery 
  Masterpieces of art throughout history have been 
  gathered and stored here.  The dry, cool air in this 
  chamber has proven to be well�suited for the art within, 
  and the pieces here are in excellent condition.  Against 
  the west wall hangs Leonardo da VinciÊs „Mona Lisa‰ 
  (300 gp), against the east wall is Van GoghÊs „Starry 
  Night‰ (200 gp), and MichelangeloÊs statue „David‰ (500 
  gp) stands against the south wall. 
   
  These pieces are not well known in the current barbaric 
  age, thus the low price they fetch on the open market. 
   
  This room has a vaulted ceiling, 30Ê high.  From the 
  ceiling hangs a crystal chandelier (worth 200 gp), 20Ê 
  above the floor.  The secret door is opened by pulling 
  downwards on the chandelier.  Tossing grappling hooks 
  on it will successfully pull the chandelier, but will render it 
  valueless as large swaths of crystal are crushed to glass 
  dust. 
   
  Simple handles may be used to open the secret door 
  from the east side. 
   
  79. Viewing Chamber 
  The entire west wall of this room is transparent, allowing 
  the players to see into room 74. 
   
  80.  Empty Room 
  This room has some picture frames on the wall, but the 
  pictures so framed are nothing but blank pieces of 
  yellowed paper.  The passing of time has erased all trace 
  of what the pictures once were. 
   
  81. Bigfoot on Display 
  Standing on a pedestal at the southern end of this room 
  is a circular black pedestal, upon which stands a 
  sasquatron.  A cylinder of bluish light rises up from the 
  pedestal base to the ceiling.  Anyone touching the bluish 
  light will be burned for 1d4 points of damage. 
   
  On the rear of the pedestal (facing the southern wall) is a 
  small white switch.  Flipping the switch will cause the 
  field of bluish light to disappear, and the sasquatron (AC 
  7, HD 4, hp 18, #AT 1, D 1D8, MV (30Ê), Save F4, ML 
  9) will be released from stasis and attack.  The 
  sasquatronÊs head�sphere contains 15 zircon gemstones, 
  worth 25 gp each. 
   
  The pedestal generates a stasis field.  The creature to be 
  held in stasis must be standing entirely on the pedestal, 
  or else it will take 1d4 points of burning damage as it is 
  forced off by the bluish field. 
   
  Attempts to remove the pedestal, which is firmly affixed 
  to the floor, will destroy it. 
   
  82. It’s Not Checkers 
  The floor of this room is made of alternating 1Ê square 
  red and black tiles.  The trap here, however, does not 
  involve the different colors of tiles at all – that is a red 
  herring.  The center 5Ê strip of the room (running north 
  to south) is a pressure plate, and stepping on it will cause 
  the ceiling of the room over the center 10Ê to collapse, 
  causing 2d6 points of damage to anyone within who fails 
  a save vs. breath weapon.  Cracks in the ceiling can be 
  seen if players state they are looking. 
   
  About 1Ê thickness of dressed stone will fall from the 
  ceiling. 
   
  
  66 
  83. Trapped Chest 
  This room is empty, except for the large teak chest 
  sitting in the center of the floor.  There is no lock visible.  
  When the lid of the chest is lifted a half inch or so, acid 
  will spray out of a tube inside the front portion of the 
  chest, causing 1d8 points of damage unless a save vs. 
  breath attacks is made. 
   
  The chest contains 50 small tourmaline gems, worth 10 
  gp each, and a glass spray apparatus (presumably empty 
  of acid, although if the party somehow opens it without 
  causing the acid to spray, it can be thrown at an 
  opponent for 1d8 points of damage, or otherwise used 
  by creative players). 
   
  84. Secret Doors 
  The secret doors here are secret from this side as well.  
  There are two loose blocks in the ceiling above (10Ê high) 
  that may be pressed upwards to cause the doors to open 
  (one block for each door). 
   
  84a. Secret Door 
  There is a loose stone in the floor that may be lifted up 
  to reveal a button.  When depressed, the secret door will 
  slide open. 
   
  85. Fungus Patch 
  A patch of glowing green fungus grows in the center of 
  this room.  The fungus provides light in a 1Ê radius.  
  Feeding on the fungus are 5 giant earwigs (AC 6, HD 1, 
  hp 5 each, #AT 1 (2 after hit), D 1d4, MV (30Ê), Save 
  F1, ML 7). 
   
  86. Empty Room 
  There are scattered patches (only a few inches in 
  diameter) of the glowing green fungus on the floor of this 
  room. 
   
  87. Falling Fungus 
  The ceiling of this room has a large mass of glowing 
  green fungus, especially thick in the center of the room.  
  The footsteps of anyone crossing the center of the room 
  will cause the entire fungal mass to collapse, coating 
  anyone in the room with green goo.  Anyone so coated 
  will be unable to surprise any non�blind monster, as they 
  will be well�lit by glowing traces of the fungus.  Scrubbing 
  vigorously for a few hours with soap and water will 
  remove the fungal goo from equipment and adventurers. 
   
  88. Surprise Party Balloons 
  A pressure plate in the center of this room will cause a 
  section of the ceiling to swing open, releasing 5 
  Malignant Spheres (AC 6, HD ½, hp 2 each, #AT 1, D 
  1d4, MV (20Ê), Save F 1, ML 9). 
   
  The secret door to the south is activated by 
  simultaneously pushing on two loose blocks in the wall, 
  one to each side of the secret door.  On its southern 
  side, the door is not secret, and has a recessed handle to 
  pull it open or push it closed. 
   
  89. Garden Gnomes Gone Bad 
  The walls of this room are decorated in faded, chipped 
  paint, with pastoral scenes showing deer, pheasants, 
  hedgehogs, squirrels, and other woodland creatures 
  frolicking about.  Scattered around the floor of the room 
  are 15 artificial bushes, with thick dowels for branches 
  and tattered green silk leaves. 
   
  In the center of this room are four wooden statues, 
  arranged in a circle.  They have been carved to look like 
  short (3Ê tall) three�eyed men with pointy hats, sitting 
  cross�legged on the floor.  There are a few chips of faded 
  paint on them, and each statue has a large garnet on the 
  top of its pointy hat (they are worth 250 gp each). 
   
  The statues are wood golems (AC 7, HD 2+2, hp 10 
  each, #AT 1, D 1D8, MV (40Ê), Save F 1, ML 12), and 
  all will attack if they are touched in any way.  The first 
  disturbed will attack immediately, and the remainder will 
  join the fight the round after.  They will not pursue 
  anyone outside this room. 
   
  90. Empty Room 
  This room is empty.  The secret door to the north is 
  plainly visible from this room – it is only secret from the 
  hallway to the north.  It is a large stone door that can be 
  slide to the side using recessed handles. 
   
  90a. Secret Door 
  The secret door is hidden from this side.  There is a 
  loose stone on the floor in front of the secret door.  
  Under the stone, there is a 1‰ round hole, 5Ê deep.  If a 
  pole is shoved down the hole, it will press a button that 
  will open the secret door. 
   
  91. Like Moths to a Flame 
  A black metal post stands in the center of this room, 8Ê 
  high.  At the top of the post is a glowing white orb, 1Ê in 
  diameter, shedding light in a 30Ê radius.  The light has 
  attracted a swarm of 10 tunnel moths (AC 6, HD 1, hp 4 
  each, #AT 1, D 1d4, MV (10Ê, fly 50Ê), Save F1, ML 7), 
  who flit about the room, and occasionally bounce off the 
  light.  They will attack any creature that enters the room, 
  as they have grown ravenous. 
   
  The orb is a simple glass sphere, and will go dark if 
  shattered, removed from the pole, or if the pole is 
  removed from the floor. 
   
  
  67 
  92. Pit Trap, with Viewing and Taunting 
  The two corridors here do NOT intersect.  The north�
  south corridor runs underneath the east�west corridor.  
  At this point in the east�west corridor there is a pit trap.  
  This trap is triggered when a character places their 
  weight in the center of the pit lid.  Then, the trap will 
  drop them into a 10Ê deep pit, with an iron grate for a 
  floor, and they will take 1d6 points of damage from the 
  fall.  After the characters fall in, the pitÊs lid will swing 
  shut again. 
   
  The iron grate is pressure�sensitive, and while there is 
  weight on it the trap door to the pit above will no longer 
  open. 
   
  The iron grate that is the floor of the pit is also the 
  ceiling of the north�south corridor.  There is a lever in 
  western wall of the corridor beneath the pit, in the „up‰ 
  position, that can be pushed down to cause the grate to 
  open and spill its contents onto the corridor floor 
  (causing another 1d6 points of damage unless the 
  characters somehow prevent themselves from falling). 
   
  The commotion of falling into the pit has a 50% chance 
  of attracting 1d6 tunnel caterpillars from room 94, who 
  will squirm about on the floor beneath the pit trap, 
  hoping for a meal should trapped characters successfully 
  open the grate. 
   
  93.  Empty Room 
  This room is empty, except for the dried husk of a giant 
  carnivorous beetle, lying on its back with its legs sticking 
  up into the air. 
   
  94. Brood Chamber 
  This chamber appears to be a 60Ê long tunnel of silk, 
  with many bones and skulls visible just beneath the first 
  layer.  Should players fight their way past the 7 tunnel 
  caterpillars (AC 8, HD 1+1, hp 6 each, #AT 1, D 1d6 or 
  sticky silk, MV (20Ê), Save F1, ML 10) living here, they 
  will see the nooks behind the silk on the north and south 
  walls, each with a cocoon inside.  The glint of gold can 
  be seen from the cocoons.  Each cocoon contains a 
  helpless chrysalis, and 200 gp in loose coins (total 1200 
  gp). 
   
  95. Under Construction 
  This room is still under construction, although there is no 
  indication that it has been worked on any time recently.  
  The floors and unexcavated stone of the northwest wall 
  are covered by dust.  4 giant earwigs (AC 6, HD 1, hp 3 
  each, #AT 1 (2 after hit), D 1d4, MV (30Ê), Save F1, ML 
  7) are searching for food in here. 
   
  96. Treasure Mollusk 
  In the center of this room is a massive pile of treasure, 
  appearing to be at least 10,000 silver coins, with a dozen 
  or more glittering red and green gems, and a pair of 
  swords sticking out of the pile. 
   
  This is a treasure mollusk (AC 4, HD 3, hp 17, #AT 2 or 
  special, D 1d6/1d6 or special, MV (20Ê), Save F3, ML 
  8).  Stuck to the mollusk are 1,200 sp, and a pair of 
  normal short swords.  The jewels are only the molluskÊs 
  eyes, which are valueless bits of mollusk�flesh. 
   
  97. Message from the Past 
  A withered, leathery mummy lies in the corner of this 
  otherwise empty room, clutching a piece of paper in its 
  hand.  The paper reads „I donÊt have long now.  ItÊs 
  been two days since I sent Jorge down to the pools.  He 
  must bring the water from the brown pool only.  If he 
  doesnÊt make it, thereÊs still a skull left, use that to bring 
  me back.‰ 
   
  The secret door is activated by pressing two stones in the 
  wall, one on each side of the secret door, simultaneously. 
   
  98. Crystal Skull Storage 
  This room has rusted metal shelves along the walls.  
  Each shelf has a bracket designed to hold a label, but 
  most have been removed.  The exceptions are a shelf still 
  labeled „Red – Matter Translocation‰, and a shelf labeled 
  „Blue – Resurrection.‰  The shelf labeled „Blue – 
  Resurrection‰ has a skull made of blue crystal sitting 
  upon it.  The other shelves are all empty. 
   
  Anyone examining the blue crystal skull closely will see 
  that it has three shallow holes on its underside.  It may 
  be used within the Lazarus Chamber (room 77 of level 
  2). 
   
  The secret door to the south is obvious from this side, 
  and may be pulled open with a simple door handle. 
   
  99. Troglodyte Explorers 
  The door here has been spiked shut from the inside, and 
  will require a successful Open Door check to open.  This 
  will, of course, alert the 4 troglodytes (AC 5, HD 2, hp 7 
  each, #AT 3, D 1d4/1d4/1d4, MV (40Ê), Save F2, ML 
  9) who have barricaded themselves in this room, trying to 
  evade the screechmen.  They are very hungry and thirsty, 
  and unlike typical troglodytes, are willing to negotiate 
  with non�hostile parties.  Each troglodyte carries 60 ep in 
  a small bag hanging off a thin leather belt. 
   
  There is a protonium�metal disk in the ceiling of this 
  room.  If the lever in room 19 of the gatehouse level has 
  been pulled to the „down‰ position, this disk has 
  retracted, revealing a shaft ascending 130Ê to room 19.  
  
  68 
  The shaft has protonium�metal ladder rungs embedded in 
  its stone walls, allowing a relatively easy climb upwards. 
   
  100. Drooling Faces 
  The stout, iron�reinforced oak door to this room is 
  locked, the key residing with the morlock chieftain in 
  room 71. 
   
  Spaced evenly along the curved wall are five niches, each 
  with a small stone bowl in it.  Above the niches are 
  carved grinning stone faces with open mouths.  A very 
  thin line of multi�colored slime, a mixture of red, orange, 
  and yellow, slowly flows from each mouth to the stone 
  bowl in the niche below.  The five bowls are mostly full 
  when the party enters.  The slime radiates magic. 
   
  Drinking a full bowl of the foul�tasting slime will cure 1d4 
  hit points of damage.  Anything less has no effect. 
   
  Once consumed, it will take a year for the slime to re�fill 
  a stone cup. 
   
  101. Treasure Grinder 
  This room is almost entirely occupied with a gold�lined 
  pool of liquid. Opposite the entrance to the room, across 
  this shimmering liquid, is a platform covered with gold 
  coins (750 gp all told). The shadowed ceiling is 20' 
  above. 
   
  The pool is an incredibly powerful acid, capable of 
  dissolving anything except for gold. The floor of the 
  room is 15' below the hallway entrance. The acid fills this 
  room to within an inch of the hallway floor. The lower 
  15' of the room is entirely lined with a very thin layer of 
  beaten gold, keeping the acid contained within the room, 
  and giving it a golden sheen. The thin layer of beaten 
  gold can be seen rising just above the height of the liquid. 
   
  The platform on the opposite side is 15' wide and 5' 
  deep, and extends vertically down to the bottom of the 
  pool. Should the players get close enough to view the 
  platform, it can be seen that there is an outer lip about a 
  half inch wide, rising 1/16" above the rest of the 
  platform. 
   
  At the bottom of the pool, very hard to see against the 
  gold�covered floor, are 98 gp scattered around. 
   
  If the players can somehow illuminate the ceiling 20' 
  above, they can see ominous�looking cracks outlining 
  large square sections near the hallway entrance, and 
  thinner cracks running away towards the platform. 
   
  The platform across the pool is, of course, a pressure 
  plate, already partially depressed. It has a ratcheting 
  mechanism underneath it that will cause the trap to 
  activate when any significant weight is removed. When 
  weight is added, there will be a distinct click from 
  underneath the platform. Note that any boards lowered 
  across the length of the pool would be resting on the lip, 
  not on the platform itself, and thus removing the board, 
  or standing on the board and then stepping off, would 
  not trigger the trap. 
   
  Removal of 50gp is enough weight to cause the 
  ratcheting mechanism to release and trigger the trap (as 
  is stepping on it, and then stepping off, or jumping up 
  and down). 
   
  When activated, hinged portions of the ceiling near the 
  hallway entrance swing open, and on each side of the 
  room massive rotating bronze cylinders (10' long) 
  covered with two�foot�long blades, and hooks at the ends 
  of 10' chains, drop down with a massive CLANG (50% 
  chance of bringing forth a wandering monster to 
  investigate). The cylinders move forward, hanging only a 
  few inches above the acid, towards the platform, 
  spinning the chains out quickly, catching anyone within 
  their path and drawing them in to the blades. Halfway 
  across, the cylinders will move in on tracks towards the 
  center of the room, as their chains retract, and once the 
  blades are close enough to overlap each other, the meat 
  grinder will continue moving towards the platform. Once 
  over the platform, the cylinders will sweep out along the 
  end of the room in either direction, and then back 
  towards their original positions near the hallway 
  entrance. Once returned to their original positions, they 
  will rise back up into the ceiling, and the hinged portions 
  of the ceiling will swing back up. 
   
  Small portions of acid splashing on a character will do 
  1d4 points of damage. Immersion is instant death, with 
  the body and all equipment being fully dissolved in 1d4+1 
  rounds. Any gold the character is carrying will settle on 
  the bottom of the pool. 
   
  When the cylinders activate, they will take 1 round to 
  reach the halfway point, 1 round to reach the platform, 1 
  round to sweep the platform, and 2 rounds to return and 
  retract. 
   
  In the whirling�hook phase, any players caught in the 
  hooks will take 1d6 damage, and must save vs. 
  petrification to avoid being caught and yanked onto the 
  cylinders. Anyone yanked onto the cylinder by the hooks 
  will take an additional 1d6 damage from the blades, and 
  will almost certainly die the next round when the 
  cylinders meet. Additionally, if someone isn't caught on 
  the hooks, but is standing on any sort of narrow platform 
  over the pool (e.g. a board running from entrance to the 
  stone platform), they must make a second save vs. 
  petrification to avoid falling into the pool. 
  
  69 
   
  In the meat�grinder phase, anyone in the path of the 
  meat grinder must save vs. petrification or die. If they do 
  save, they'll only take 4d6 damage as the blades 
  somehow toss them up and over the cylinders rather 
  than through the middle. 
   
  As mentioned above, the only thing keeping the acid 
  contained is the thin layer of beaten gold. If the gold is 
  scratched away below the surface of the acid, the acid 
  will begin to eat through the stone behind. As the stone 
  behind turns to mush, the gold will buckle and form 
  further cracks, and over a week's time the acid will drain 
  out. Where the acid eats away the stone, that portion of 
  the dungeon will turn into an equivalent volume of 
  caustic mud, with only a thin crust of stone above. Any 
  player crossing this crust will fall into the mud (players 
  will take 1d2 damage per round while in the mud). 
   
  If the players manage to scrape all the beaten gold off, 
  they will find they have managed to gather 10gp worth 
  of gold. 
   
  Magic Items 
   
  Amulet of Vampiric Health 
  This amulet is made of bronze, hanging from a bronze 
  chain, and is sculpted to look like a crow with wings 
  spread wide.  If sold as a cheap piece of jewelry, it will 
  fetch 25 gp. 
   
  The amulet is a mixed blessing to its wearer, as its 
  powers are both a minor boon to him and a complete 
  nuisance to his companions. 
   
  No character within 30Ê, aside from the wearer, is able to 
  heal naturally.  Further, while the wearer is asleep, the 
  amulet will transfer 1 hit point from the weakest sleeper 
  (lowest hit points) within 30Ê to the wearer.  While the 
  transfer occurs, anyone awake will see a red mist rise 
  from the ground, surrounding an irregular area 60Ê in 
  diameter, centered on the amulet and its wearer.  The 
  mist is two feet deep, lasts for 3 turns, and those who are 
  asleep in it (including the wearer of the amulet) cannot be 
  awoken until it dissipates. 
   
  If no one is wearing the amulet, the mist will still rise 
  while the players sleep, the weakest sleeper will still take 
  a point of damage, and natural healing will still be 
  impossible within 30Ê.  No one will get the benefit of the 
  stolen hit point, however. 
   
  Circlet of Meat Detection (Cannibal’s Crown) 
  This crown is a simple circlet of silver, with a single large 
  emerald set in it.  Careful examination will reveal that the 
  emerald can be rotated clockwise a quarter�turn, and 
  spring back to its original position when released. 
   
  If the circlet is being worn when the emerald is twisted, 
  the itemÊs power will be revealed – the ability to detect 
  meat within 60Ê.  The circlet will detect both living and 
  dead meat, and the quality of the meat (fresh versus 
  decayed).  The wearer may also identify the species the 
  meat comes from, if he has tasted the flesh of that 
  animal (or humanoid) before. 
   
  The circlet will most likely be used by adventurers as a 
  mechanism to detect the presence of enemies within a 
  dungeon.  This is a dangerous use, however.  Every time 
  the circlet is used, a save vs. magic must be made, and if 
  failed, the wearer will suffer from the following side 
  effects: 
   
  The wearer will, whenever in the presence of a corpse, 
  be compelled to cut off a piece or two to „save for later.‰  
  The corpseÊs relation to the wearer (ally, henchman, 
  family member) is utterly irrelevant to the wearer, nor is 
  the presence of witnesses to this depraved act. 
  During „downtime‰, boring conversations, long walks on 
  the beach, and other moments where the wearer isnÊt 
  required to focus on any specific task, he will be 
  constantly nibbling on these bits of meat. 
  If unable to eat for a day or more, the wearer will be 
  compelled to attack the nearest living creature for its 
  savory, tasty flesh. 
   
  Once the wearer is so afflicted, getting rid of the circlet 
  will not remove the side effects.  Only a remove curse 
  spell will cure the wearer. 
   
  The plus side of the curse is that the wearer will likely 
  become quite adept at identifying the species of nearby 
  humanoids. 
   
  This circlet depends on magical charges to operate, and 
  after they are depleted it will cease to function.  Anyone 
  cursed by the circlet will remain cursed, however.  It will 
  initially have 20 + 1d8 charges when found. 
   
  The CannibalÊs Crown will fetch 800 gp if sold as a 
  simple piece of jewelry. 
   
  Malicious Mirror 
  This is a large floor mirror, in a silver frame.  The frame 
  is untarnished, with delicate silver scrollwork, accented by 
  small sapphires.  The mirror would be worth 1,000 gp, if 
  it werenÊt for the obvious magical issues it has. 
  
  70 
  The scenes the mirror reflects are altered, presenting a 
  bizarre, and often gruesome, version of the image that 
  should have been seen.  Roll a d20 and consult the 
  following chart to determine the image being reflected: 
   
  Malicious Mirror Reflections 
  1. 
  The viewer sees himself pressed up against the 
  glass, snarling and baring his teeth, hammering to 
  be free. 
  2. 
  The viewer sees himself, and all others in the room 
  with him, at a banquet where roasted human 
  beings are being served by masked servants. 
  3. 
  All living creatures reflected appear as fleshless 
  skeletons. 
  4. 
  All living creatures reflected appear as rabbit�
  people. 
  5. 
  The viewer sees himself, and all others in the room 
  with him, but the images in the mirror are all 
  standing very still, staring at the viewer. 
  6. 
  The viewer sees himself, and all others in the 
  room, but the others are advancing behind him 
  with weapons drawn, to cut him down (if the 
  viewer is alone, a figure in a mask is advancing 
  instead).  If the viewer continues to watch, he will 
  see himself murdered. 
  7. 
  The viewer sees a normal reflection, but one 
  person in the image (chosen at random) is covered 
  with blood from a slit throat.  They are otherwise 
  reflected normally. 
  8. 
  The viewer sees his decapitated head, and the 
  heads of all others in the image, lying in pools of 
  blood on the floor, in roughly the same spots they 
  are currently standing.  There is no sign of any 
  bodies.  If the viewer continues to watch, a horrible 
  larvae�like creature emerges from a location out of 
  view, and slowly devours the heads, one by one.  If 
  the viewer is still watching, the larvae will crawl up 
  the mirror, exposing its palpitating underside in 
  grotesque detail, leaving a trail of reflected slime. 
  9. 
  The viewer sees himself smiling madly, drawing his 
  weapon, and systematically murdering every other 
  person in the image.  After this is done, he cuts his 
  own throat and falls to the floor. 
  10. 
  The viewer sees himself, and all others reflected in 
  the image, standing very still, wearing white robes 
  emblazoned with a twisted symbol that canÊt be 
  looked at directly for very long. 
  11. 
  The viewer doesnÊt see any living creatures 
  reflected in the mirror at all. 
  12. 
  The viewer only sees one living creature reflected 
  in the mirror, the rest are mysteriously absent.  If 
  the viewer is the only living thing that would have 
  been reflected, then he sees nothing at all. 
  13. 
  All living creatures are reflected normally, but the 
  room appears to be the glistening stomach or 
  gullet of some gigantic beast. 
  14. 
  The image is a normal reflection for a few seconds, 
  and then the image fades to black as the mirror 
  begins to vibrate noisily.  After a minute, the mirror 
  ceases to vibrate, although the image remains 
  black. 
  15. 
  All living creatures reflected appear to be long�dead 
  corpses, covered with flies and maggots. 
  16. 
  All living creatures reflected, appear to have tiny 
  (1Ê tall) naked humanoids, of sinister, twisted 
  appearance, clinging to their backs and whispering 
  in their ears.  They stop after a moment and stare 
  at the viewer, before running out of view. 
  17. 
  The reflected image is not of this world.  It shows a 
  twisted landscape of flame and shadow, beneath a 
  livid yellow sky. 
  18. 
  All living creatures reflected wear clown makeup, 
  and are smiling widely, revealing oversized mouths 
  full of wicked fangs. 
  19. 
  All living creatures reflected are vomiting profusely, 
  and eventually collapse in their own sick, twitching. 
  20. 
  All living creatures reflected are missing their skin.  
  Muscles and internal organs are clearly visible. 
   
  The mirror has a second power, which is unlikely to 
  trouble adventurers directly, but will certainly affect 
  anyone foolish enough to pay for this mirror.  When 
  placed in a residence or store, the mirror will not tolerate 
  being shoved in a closet or a back room.  While no one 
  is looking, the mirror will move itself to the most heavily 
  traveled room in the house, to cause its owners as much 
  grief as possible.  If there is to be a lavish dinner party, it 
  will appear in the dining room.  If the owner has brought 
  home some female company, it will appear in the 
  boudoir. 
   
  If the mirror is covered, the sheets or other coverings will 
  mysteriously fall off.  The mirror actively desires to be 
  seen, and cannot be covered or hidden for very long. 
   
  Once the mirror has attached itself to an owner or 
  location, it will return to that location no matter where or 
  how far it is taken.  If an owner should move to a new 
  house, it will follow him.  The only exception is if it is 
  sold to another victim, in which case it will gladly ruin 
  that personÊs life instead. 
   
  The mirror can be broken, and the gems can be 
  removed.  However, as soon as it is out of view, the 
  mirror will repair itself entirely.  If gems are pried off, 
  they will disappear from the holderÊs hand as he clutches 
  them, and reappear back on the mirror while nobody is 
  looking. 
   
  It should be virtually impossible for the gems to be 
  removed and sold, unless they are removed from the 
  mirror in front of the buyer and immediately handed 
  
  71 
  over.  In this instance, they will soon disappear from the 
  luckless buyerÊs stash and reappear on the mirror.  It 
  would take a brave buyer to want the gems from this 
  mirror, though, as it will be displaying its perverse images 
  throughout the process of removal. 
   
  The mirror will not attach itself to a rootless adventurer 
  who has no home of his own.  Thus, if left in a dungeon, 
  it will stay there. 
   
  Once the mirror is brought back into town for potential 
  sale, is where trouble will begin.  Consider an 
  adventuring party bringing their loot back to the local inn 
  – the mirror will seize the opportunity to move itself to 
  the common room, and proceed to ruin the innÊs 
  business, reflecting terrible images at the patrons. 
   
  Dispel magic, rods of cancellation, remove curse spells, 
  and other methods less than a full wish are incapable of 
  ridding a victim of the mirror.  It radiates magic weakly, 
  far more weakly than its abilities would seem to indicate. 
   
  The actual purpose and intelligence of the mirror is 
  unknown.  It may be a broken gate to a horrible hell�
  dimension, or a malevolent entity trapped in the mirror, 
  or something else entirely.  Sages who know the mirrorÊs 
  reputation are deeply fearful of its potential. 
   
  Monsters 
   
  Automaton, Abomination, Greater 
  No. Enc: 1 
  Alignment: Chaotic 
  Movement: 60' (20') 
  Armor Class: 6 
  Hit Dice: 4 
  Attacks: 3 weapons 
  Damage: 1d6 each 
  Save: F4 
  Morale: 12 
  Treasure Type: VI 
  XP: 135 
   
  This abomination is a tangled combination of human 
  remains and the corroded bodies of at least a dozen 
  automatons.  It rudely drags itself across the floor using 
  multiple legs and arms, and several active heads make 
  unintelligible noises.  It will attack anything it sees, 
  looking to add more parts to itself.  Its slower speed 
  makes it easy for other automatons to outrun it, 
  however. 
   
  If the abomination hits twice successfully in a round while 
  fighting another automaton, it will spend the next round 
  tearing it to pieces and patching it into its own body.  
  This will heal the abomination of 2d8 hit points of 
  damage.  If the abomination is at full hit points when this 
  happens, it will add another hit die to itself (increasing its 
  max hit points by 1d8).  Should a greater automaton with 
  functioning plasma guns be absorbed, it will use those 
  weapons in preference to blades. 
   
  If the abomination hits twice successfully while fighting a 
  PC (or other living creature), it will attempt to integrate 
  the PC into itself, causing an automatic 1d6 points of 
  damage the next round.  If this kills the PC, the 
  abomination will be healed of 1d4 points of damage as it 
  uses the body to reinforce its structure; otherwise, the PC 
  successfully disentangles from the creature.  The PC may 
  attack the abomination, but not flee, while this is going 
  on. 
   
  When the abomination is reduced to half hit points (or 
  below), it will break into two lesser abominations, each 
  with the current number of hit points of the monster. 
   
  The abomination is nearly 10 feet across, and cannot 
  traverse smaller corridors, and it takes at least a round to 
  squeeze itself through most doorways, as it needs to 
  reassemble itself afterwards.  It is able to attack multiple 
  opponents simultaneously, on all sides of its body. 
   
  The multiple failing minds of this creature make it 
  immune to charm person and fear (sleep will work 
  normally). 
   
  Automaton, Abomination, Lesser 
  No. Enc: 1 
  Alignment: Chaotic 
  Movement: 60' (20') 
  Armor Class: 6 
  Hit Dice: 2 
  Attacks: 1 weapon 
  Damage: 1d6 
  Save: F2 
  Morale: 10 
  Hoard Class: VI 
  XP: 20 
   
  The lesser abomination is formed when the greater takes 
  enough damage to be split in two.  It has a vague notion 
  of its damaged state, and its reduced morale makes it 
  slightly less likely to fight to the death. 
   
  
  72 
  If two or more lesser abominations are left unmolested 
  for several turns, they will merge into a greater 
  abomination, healing fully in the process. 
   
  The lesser abominations are unable to assimilate active 
  automatons or PC's into their structure, as they do not 
  have enough functioning arms to perform repairs using a 
  struggling individual. 
   
  Automaton, Greater 
  No. Enc: 1d4 
  Alignment: Neutral 
  Movement: 120' (40') 
  Armor Class: 3 
  Hit Dice: 4 
  Attacks: 2 light plasma guns 
  Damage: 1d6 each 
  Save: F4 
  Morale: 12 
  Hoard Class: VI 
  XP: 135 
   
  These automatons are the soldier�class machines.  They 
  are bigger, and have heavier plating and more protection 
  over joints to prevent damage to hoses and wiring.  Each 
  forearm has an integral plasma gun, capable of firing up 
  to 60' away. 
   
  See the entry for Automaton, Lesser for a full description 
  of an automaton. 
   
  Automaton, Greater, Jury*Rigged 
  No. Enc: 1d4 
  Alignment: Chaotic 
  Movement: 90' (30') 
  Armor Class: 4 
  Hit Dice: 3 
  Attacks: 1 weapon 
  Damage: 1d6 + 2 
  Save: F3 
  Morale: 12 
  Hoard Class: VI 
  XP: 50 
   
  Like lesser jury�rigged automatons, these machines are a 
  mixture of human bones and machine.  Their plasma 
  guns have long since failed (otherwise they'd be in tip�top 
  shape from parts cannibalization).  Reaction rolls for 
  these automatons are at �4. 
   
  See the the entry for Automaton, Lesser, Jury�Rigged for 
  a full description of a jury�rigged automaton. 
   
  Automaton, Lesser 
  No. Enc: 1d8 
  Alignment: Neutral 
  Movement: 120' (40') 
  Armor Class: 5 
  Hit Dice: 2 
  Attacks: 1 weapon 
  Damage: 1d6 + 1 
  Save: F2 
  Morale: 10 
  Hoard Class: VI 
  XP: 20 
   
  The automatons are roughly man�like machines 
  fashioned of stainless steel framing, with stainless plates 
  covering particularly vulnerable runs of hydraulic hoses 
  and wiring.  They were created to perform service and 
  maintenance duties.  Their heads are cylindrical, with a 
  speaker grill for speech and two crystalline eyes providing 
  binary vision.  The rust stains on these automatons are 
  minor, and speak to the amount of upkeep they are 
  providing for themselves, through diligent maintenance 
  and/or successful cannibalization of other automatons.  
  The weapons they carry are crude blades made of 
  sharpened stainless steel plating.  Time has not been 
  kind to their mental functions, and a reaction roll 
  determines their behavior towards PCs. 
   
  As automatons have minds, spells such as charm person, 
  sleep, and fear will work on them.  Sleep will cause them 
  to go into "hibernation mode" for the duration of the 
  spell.  They will announce this fact loudly as the lights in 
  their eyes dim and their bodies slump over midstride, 
  completely motionless. 
   
  Automaton, Lesser, Jury*Rigged 
  No. Enc: 1d8 
  Alignment: Chaotic 
  Movement: 90' (30') 
  Armor Class: 6 
  Hit Dice: 1 
  Attacks: 1 weapon 
  Damage: 1d6 
  Save: F1 
  Morale: 8 
  Hoard Class: VI 
  XP: 10 
   
  The jury�rigged automatons are badly damaged by age 
  and neglect, and have repaired themselves with whatever 
  was at hand.  For the most part, this is the ancient 
  skeletal remains of the former human staff of the 
  gatehouse.  They are heavily rusted, are missing large 
  sections of plating over chafed hoses and wiring, and 
  have replaced structural steel with human bones.  The 
  rusty cylinders protecting their heads have often been 
  
  73 
  replaced with cracked human skulls.  Their damaged 
  minds are bent on self�preservation, and they will most 
  likely attack PCs for their "fresh parts".  Reaction rolls are 
  at +4. 
   
   
   
  Blade Zombie 
  No. Enc: 2d4 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 7 
  Hit Dice: 2 
  Attacks: 2 (hand blade, head butt at �4) 
  Damage: 1d8 / 1d4 
  Save: F2 
  Morale: 12 
  Hoard Class: None 
  XP: 38 
   
  The blade zombie is much like a normal zombie, but 
  blades have been plunged through the back of its head so 
  that they emerge from the eye sockets.  Blades are 
  likewise embedded in its wrists, extending out through 
  the palm and past the fingers. 
   
  The blade zombie attacks by slashing with a hand blade, 
  and head�butting.  The head�butt attack has a penalty of �
  4 to hit. 
   
  Like normal zombies, blade zombies are immune to 
  charm and sleep, and must attack last each round. 
   
   
   
  Cornstalk Warrior (Minion of Monsator) 
  No. Enc: 2d8 
  Alignment: Chaotic 
  Movement: 90Ê (30Ê) 
  Armor Class: 8 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d6 
  Save: F1 
  Morale: 10 
  Hoard Class: None 
  XP: 10 
   
  Cornstalk warriors are animated stalks of corns.  They 
  walk about on root�like feet, and attack with crude 
  wooden spears and clubs that they grasp in their leafy 
  hand�stalks.  These creatures despise all animal life, 
  especially those who eat corn.  Cornstalk warriors are 
  highly vulnerable to fire, and take double damage from it. 
   
  Corpse Jelly 
  No. Enc: 1d4 
  Alignment: Neutral 
  Movement: 10' (3') 
    Walking:  90' (30') 
  Armor Class: 9 (or as armor) 
  Hit Dice:1+2 
  Attacks: 1 
  Damage: 1d6 + see below 
  Save: F1 
  Morale: 12 
  Hoard Class: VI 
  XP: 21 
   
  
  74 
  This clear jelly, in its natural state, will attack as other 
  jellies and oozes, by flowing along the ground and 
  attempting to engulf victims.  Once it has engulfed a 
  victim and digested its flesh, it uses the victim's skeletal 
  structure to move around more quickly.  Being able to 
  hold a skeleton together and cause it to walk is the 
  creature's strength and its weakness, as the corpse jelly 
  cannot absorb blows as well as more traditional jellies 
  and oozes (thus its low hit dice). 
   
  A corpse jelly will attempt to kill all creatures it meets.  It 
  will not stop to feed on a corpse until all creatures 
  around are dead.  Once it begins feeding, it will abandon 
  the old skeleton and engulf the new corpse. 
   
  When the corpse jelly strikes, it leaves a smear of itself 
  on the victim.  If the victim dies within the next 24 hours 
  (and isn't consumed by the parent corpse jelly), this 
  smear will itself consume the body and become a new 
  corpse jelly.  A corpse jelly that kills multiple victims will 
  only consume one, leaving the rest to its spawn.  It takes 
  48 hours for a new corpse jelly to grow and consume its 
  host.  The reproductive jelly smears cause no damage to 
  living hosts, and will die off within a day, if not washed 
  off sooner. 
   
  The corpse jelly replaces its victim's flesh as it consumes 
  it.  The jelly will thus be wearing any armor the victim 
  had when he died.  The jelly will remove gloves so its 
  hands are free to strike.  Its touch is both acidic and 
  paralyzing.  If a victim fails to save, he will be paralyzed 
  for 1d4 rounds. 
   
  When reduced to 1 or 2 hit points, the jelly's skeleton will 
  be damaged beyond use, and it will flow off the skeleton 
  to attack as a normal jelly (with reduced movement rate).  
  A skeleton�less jelly that encounters an undamaged 
  skeleton will spend 1 round to engulf the skeleton, 
  healing itself 1d4 hit points in the process, if damaged. 
   
  Custodian of Fiduciary Duty 
  No. Enc: 1d4 (1d4) 
  Alignment: Neutral 
  Movement: 150' (50') 
  Armor Class: �2 
  Hit Dice: 12 
  Attacks: 2 
  Damage: 5d8 or 6d6 
  Save: F1 
  Morale: 12 
  Hoard Class: See below 
  XP: 6,000 
   
  The Custodians are the enormous guardians of the Bank 
  Inviolable.  They are man�shaped robots, 20Ê tall, of iron 
  and gold. 
   
   
  Embedded in each arm is a minigun and a rocket 
  launcher.  A Custodian has 10,000 rounds stored in its 
  abdomen to feed the minigun, and a burst from the gun 
  does 5d8 points of damage.   Alternatively, the 
  Custodian may fire a rocket from its arm, doing 6d6 
  points of damage to all within 30Ê of the target (save vs. 
  spell for half damage).  Custodians only carry 4 rockets, 
  however.  The miniguns have a range of 200Ê, and 
  rockets may be fired up to 1000Ê away. 
   
  This robot has searchlights built into its head to illuminate 
  dark areas and blind a selected opponent (as if a light 
  spell was cast upon it, save vs. spells to look away or be 
  blinded for 1d10 rounds).  This blinding can occur 
  simultaneously with the rocket and/or minigun attacks.  
  The robotÊs eyes are sensitive to light across the 
  ultraviolet and infrared spectrums, and it is additionally 
  capable of using echolocation to detect opponents.  
  Unless these capabilities are suppressed, it is impossible 
  to surprise one of these machines. 
   
  Each Custodian is equipped with a cooling system that 
  causes it to take half damage from fire�based attacks (and 
  no damage on a successful save).  This mitigates the risk 
  of explosions from the ammunition stored in their 
  abdomens.  It also causes them to be more susceptible to 
  cold�based damage, and a Custodian will take an extra 
  point per die of cold damage. 
   
  A Custodian is only partially susceptible to mind�affecting 
  spells, due to its three independent electronic minds.  
  Each mind „votes‰ on every action independently, and 
  the body will act upon the decision of the majority. 
  
  75 
  If destroyed, 10,000 gp worth of gold may be recovered 
  from the CustodianÊs body. 
   
  Dober*Man (Minion of Canus) 
  No. Enc: 3d8 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 8 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 1d8 (or 1d4 for bite) 
  Save: F1 
  Morale: 12 
  Hoard Class: None 
  XP: 20 
   
  These monsters are the unswervingly loyal servants of 
  the wizard Canus.  A Dober�Man has the body of a 
  human and the head of a Doberman pinscher.  In battle, 
  they wear only loincloths and sandals, and wield sharp, 
  curved scimitars.  If deprived of his scimitar for some 
  reason, a Dober�Man will bite for 1d4 points of damage 
  instead. 
   
   
   
   
   
  Dungeon Elemental, Lesser 
  No. Enc: 1 (3d6) 
  Alignment: Chaotic 
  Movement: 120' (40') 
    Gaseous: 90' (30') 
  Armor Class: �1 
  Hit Dice: 6 
  Attacks: 1 
  Damage: 2d8 
  Save: F6 
  Morale: 11 
  Hoard Class: XVII 
  XP: 1,070 
   
  The dungeon elemental, or "Door Closer" as it is referred 
  to by the few adventurers who have encountered them, is 
  the physical expression of the dungeon's will.  It 
  performs basic upkeep on the dungeon when there are 
  no intelligent entities to do so, ensuring that traps are in 
  good working order, doors continue to function relatively 
  smoothly, the air is ventilated enough to support the 
  dungeon ecology, and vital support columns and 
  buttresses are in no risk of collapse. 
   
  The elemental appears as a red humanoid, extremely 
  thin, wiry, and flexible, with sharp black claws on its 
  hands and feet.  It has no ears or nostrils, just a pair of 
  empty eye sockets and a lamprey�like mouth, with nested 
  circles of sharp teeth.  It has no bones, and is able to 
  compress itself and squeeze through incredibly tight 
  spaces.  The elemental may become invisible three times 
  per day, and may assume gaseous form twice per day 
  (for a duration of 6 turns). 
   
  
  76 
  Dungeon elementals can only be damaged by magic 
  weapons. 
   
  Encounters in a normal dungeon level with a dungeon 
  elemental are brief and from a distance.  The elemental 
  uses its powers to remain unobserved, and it will do its 
  best to avoid combat, or interaction of any kind, with any 
  dungeon inhabitants and/or intruding adventurers.  A 
  sighting of these creatures is rare indeed, and few are the 
  experienced adventurers who speak of seeing the strange 
  red ghost moving swiftly through the dungeon, closing 
  doors and resetting traps. 
   
  The dungeon elementals spend most of their time in 
  secret levels between the "normal" dungeon levels.  
  These secret levels contain the massive flywheels, gears, 
  and chains used to operate the dungeon's traps, systems 
  for air purification, pumps to move water through the 
  dungeon, and other equipment required to keep the 
  dungeon a suitable environment for the bizarre 
  menagerie of monsters that make it their home.  The 
  secret levels have powerful dweomers preventing 
  detection of these hidden spaces by normal or magical 
  means.  Should an unlucky adventuring party accidentally 
  find their way to one of these secret levels, they will be 
  mercilessly attacked until dead.  The dungeon wants to 
  keep its secrets, and dead men tell no tales. 
   
  The elementals are intelligent, but have no will or desire 
  of their own.  They exist only to serve the dungeon. 
   
  Dust Ghost 
  No. Enc: 1d8 
  Alignment: Chaotic 
  Movement: 90' (30') 
  Armor Class: 8 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d4 
  Save: F1 
  Morale: 10 
  Hoard Class: None 
  XP: 10 
   
  Philosophers of an early age debated whether an artificial 
  intelligence could have a soul � something that lived on 
  after death.  The dust ghost provides a literal answer to 
  that question, but leaves the greater metaphysical 
  question unanswered.  An automaton that has survived 
  for centuries will leave an imprint of its thought processes 
  and computations in the form of an electrical charge in 
  the surrounding air.  Should the automaton be destroyed, 
  these computations may continue on, powered by the 
  static electricity present between floating motes of dust.  
  These computations are necessarily twisted by this new 
  medium, leaving the bodiless intelligence full of 
  uncontrolled fury. 
   
  The dust ghost appears as a vaguely humanoid figure, 
  composed of motes of dust in the air, with tiny little 
  glimmers of static electricity flashing over its body.  It will 
  typically arise from the dust of the floor, and surprises 
  opponents on 1�4 on a d6.  It will strike with its fists, 
  causing electrical damage. 
   
  Earwig, Giant 
  No. Enc: 2d6 
  Alignment: Neutral 
  Movement: 90' (30') 
  Armor Class: 6 
  Hit Dice: 1 
  Attacks: 1 (2 after first successful attack) 
  Damage: 1d4 
  Save: F1 
  Morale: 7 
  Hoard Class: VI 
  XP: 13 
   
  These oversized insects (4Ê long) live off the fungus 
  present in underground ecosystems, but won't turn up 
  their noses (or tails) at a bit of fresh adventurer meat.  
  Adult giant earwigs are four feet long, with a nasty bite 
  and a razor�sharp set of pincers on their tail.  On the 
  smaller garden�variety earwig, these pincers are purely 
  ornamental – this is markedly not the case for the giant 
  variety. 
   
   
   
  On their first successful attack against an opponent, the 
  earwig will run up onto its victim, biting him in some 
  exposed location.  For subsequent attacks, while it is on 
  
  77 
  its victim's body it will also use its tail.  Both tail and bite 
  do 1d4 points of damage. 
   
  The earwig's victim may spend a round flinging the 
  creature from him, to prevent further tail attacks.  This 
  will require a successful "to hit" roll. 
   
  If an earwig takes damage while attached to a victim, 
  there is a 50% chance that any damage in excess of the 
  earwigÊs current hit points will be applied to the victim. 
   
   
   
  Exterminator (Minion of Ferayn) 
  No. Enc: 4d6 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 9 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d6 
  Save: F1 
  Morale: 12 
  Hoard Class: None 
  XP: 10 
   
  The Exterminators were once normal humans, but have 
  been brought under the sway of the wizard Ferayn by 
  extended contact with the hypno�weapons he distributes.  
  They wear nothing but red loincloths and red boots, with 
  the occasional red leather bandolier of ammunition, and 
  are mindlessly loyal to Ferayn.  They have an extra +4 
  when saving vs. charm person spells due to their single�
  minded devotion to the wizard. 
   
  The Exterminators are often armed with pistols or 
  breech�loading rifles, with the hypnotic properties typical 
  of FeraynÊs guns.  30% of the time, however, they will 
  have run out of ammunition and wield normal melee 
  weapons. 
   
  Goblin Spider 
  No. Enc: 1d3 
  Alignment: Neutral 
  Movement: 120' (40') 
  Armor Class: 5 
  Hit Dice: 3 
  Attacks: 1 
  Damage: 1d8 
  Save: F3 
  Morale: 11 
  Hoard Class: None 
  XP: 50 
   
  This alien creature is clearly not an actual spider.  The 
  goblin spider has a gray egg�shaped body, with eight 
  spindly gray legs supporting it.  Protruding from the body 
  is a 5Ê long, prehensile neck, ending in a head with 
  massive jaws, narrow slits for nostrils, and gigantic black 
  eyes (giving it wide�spectrum vision, as goblins have).  
  The head uncannily resembles that of a goblin, with the 
  exception of the massive slavering jaws.  The creature, in 
  its normal posture, is 10Ê wide and 8Ê tall, but can easily 
  move its legs to fit into smaller spaces. 
   
  The goblin spider is a weapon bred by the Hive Minds 
  for their use.  Without a Hive Mind controlling it, it is a 
  mindless killing machine, seeking only to feed. 
   
  Grunkie 
  No. Enc: 2d10 
  Alignment: Neutral 
  Movement: 120' (40') 
    Swim: 90Ê (30Ê) 
  Armor Class: 7 
  Hit Dice: 1d4 hit points 
  Attacks: 1 
  Damage: 1d3 
  Save: F1 
  Morale: 8 
  Hoard Class: XX 
  XP: 5 
   
  Grunkies most closely resemble lizard�headed scaled 
  monkeys. They have bluish�green skin, a thick paddle�like 
  tail, and webbed hands and feet.  Adult grunkies are 2Ê 
  tall when standing upright. 
   
  Juveniles are very docile, and are often kept as pets.  As 
  they mature, they become increasingly aggressive, and 
  are often released into the wild, or in urban 
  environments, flushed down toilets, where they adapt 
  easily to life in the sewers and storm drains of the city.  
  
  78 
  Packs of grunkies will often attack larger prey, such as 
  humans. 
   
   
   
  Grunkie Overlord 
  No. Enc: 1d3 
  Alignment: Neutral 
  Movement: 120' (40') 
    Swim: 90Ê (30Ê) 
  Armor Class: 5 
  Hit Dice: 3 
  Attacks: 3 (2 claws, 1 bite) 
  Damage: 1d3/1d3/1d6 
  Save: F3 
  Morale: 10 
  Hoard Class: XX 
  XP: 65 
   
  Grunkie overlordism is a horrible disease caused by the 
  cannibalistic nature of grunkies towards their dead.  This 
  disease infects the pineal glands of the grunkie, and 
  causes it to grow to a massive size, such that they stand 
  5Ê tall.  The heavily�muscled grunkie overlord has a dim 
  intelligence, and often understands a few words of the 
  common speech. 
   
  When a grunkie overlord is slain, if the body is not 
  properly disposed of, it is highly likely that 1d3 grunkies 
  will devour the bloated pineal gland in a cannibalistic 
  frenzy, and in turn become grunkie overlords themselves. 
   
  Uninfected grunkies will naturally serve grunkie overlords, 
  rightfully viewing them as the alpha male (or female) of 
  their pack.  A grunkie overlord is always accompanied by 
  2d10 normal grunkies.  While the overlord is present, 
  those grunkies will have a morale of 10. 
   
  Jawhead 
  No. Enc: 1d6 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 5 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 1d6 
  Save: F2 
  Morale: 10 
  Hoard Class: None 
  XP: 20 
   
  This horrifying creature has only been found in 
  underground dungeons.  How it spreads from dungeon 
  to dungeon is unknown, as there has never been a 
  sighting aboveground.  Its head is composed of four jaws 
  interlocking together, into a toothy elongated pyramid 
  shape.  The body resembles that of a tailless, hairless 
  dog, but with six legs, and no claws at the end of its 
  knob�like feet.  The creatureÊs skin is jet black, and 
  covered with a glistening layer of oily slime or mucous.  
  A toothed tongue can be seen when the creature opens 
  its four jaws. 
   
   
   
  
  79 
  Malignant Sphere 
  No. Enc: 4d6 
  Alignment: Chaotic 
  Movement: 60' (20') 
  Armor Class: 6 
  Hit Dice: 1d4 hit points 
  Attacks: 1 
  Damage: 1d4 
  Save: F1 
  Morale: 9 
  Hoard Class: None 
  XP: 5 
   
  The malignant sphere appears to be a translucent, 
  iridescent bubble, two feet in diameter.  It moves by 
  floating through the air, and attacks by extruding a thin 
  tendril that it stabs at its opponent.  Contact with the 
  sphere or its tendril causes 1d4 points of damage, as it 
  absorbs its victimÊs life force.  The sphere is incapable of 
  harming undead or constructs, only living creatures. 
   
  If the tendril is damaged, it will merely absorb the 
  damaged tendril and lash out with a newly�extruded one. 
   
  The sphere is a hollow bubble, and when slain will 
  audibly pop, dropping to the ground as a thin puddle of 
  iridescent slime. 
   
  A preferred tactic of the malignant sphere is to hover 
  close to the ceiling near doorways, waiting to drop down 
  on unsuspecting adventurers. 
   
  Malignant spheres are immune to sleep, charm, and 
  other mind�affecting spells. 
   
   
   
   
   
  Moktar 
  No. Enc: 3d8 
  Alignment: Neutral 
  Movement: 120' (40') 
  Armor Class: 5 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 2d4 or weapon + 1 
  Save: F2 
  Morale: 8 
  Hoard Class: XIX 
  XP: 47 
   
  Moktars are 7Ê tall humanoids, heavily muscled with short 
  tawny fur and thick�maned lion�like heads.  A moktar 
  may pummel an opponent with his bare hands for 2d8 
  points of damage, or swing a weapon with a +1 damage 
  bonus due to strength. 
   
  These creatures are mostly encountered as roving war�
  bands, preying on travelers and isolated villages.  Women 
  and children are rarely seen, as they are kept in remote, 
  well�hidden lairs among the ancient ruins of the Land of 
  One Thousand Towers. 
   
  Moktars have their own language of grunts, growls, and 
  roars.  While many understand human language, their 
  vocal cords are incapable of speaking any other than 
  their own. 
   
  50% of moktar war�bands will be led by a 3 HD leader 
  with at least 16 hit points. 
   
  Not all moktars are raiders – a small number seek out 
  their fortunes in the towns and cities of men, typically as 
  bodyguards or mercenaries. 
   
  
  80 
  Morlock 
  No. Enc: 1d12 (5d10) 
  Alignment: Chaotic 
  Movement: 120' (40') 
  Armor Class: 8 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d6 or weapon 
  Save: F1 
  Morale: 9 
  Hoard Class: XX 
  XP: 5 
   
  It is unclear if morlocks are the inevitable result of 
  generations of subterranean inbreeding and cannibalism, 
  or an independent race.  These creatures are found in 
  the Anomalous Subsurface Environment, but are not 
  unique to that cave system – so it is hard to pinpoint 
  their origins.  Regardless, these flaccid degenerates prefer 
  to eat the flesh of intelligent humanoids. 
   
  In appearance, a morlock is a flabby, greenish�gray 
  humanoid, with deeply reflective eyes capable of seeing 
  in the pitch dark up to 90Ê, and scraggly white hair.  
  They arm themselves with heavy clubs (treat as maces), 
  but wear only simple loincloths. 
   
  Morlock chieftains are treated as 3 HD monsters, with 
  12 hit points, and save as a 3rd level fighter. 
   
  Peryton 
  No. Enc: 2d4 
  Alignment: Neutral 
  Movement: 120' (40') 
    Fly: 360' (120') 
  Armor Class: 5 
  Hit Dice: 4 
  Attacks: 1 
  Damage: 1d6 or 1d10 
  Save: F4 
  Morale: 8 
  Hoard Class: XXI 
  XP: 135 
   
  From a distance, the peryton resembles a winged stag.  It 
  has a brownish hide, a large rack of horns, and huge bat�
  like wings.  Closer inspection reveals that the beast's 
  brownish hide is a mixture of brownish fur and dull 
  brown scales.  It has four red eyes, two on each side, 
  spaced closely together, and its mouth is full of razor�
  sharp curved teeth.  Rather than hooves, the peryton's 
  legs end in a pair of clawed fingers. 
   
  In combat, the peryton's first attack will be a dive�bomb, 
  where it attempts to impale opponents with its horns.  If 
  the attack hits, it does 1d10 damage and the opponent is 
  stuck in combat with the peryton until either it is killed, 
  or the opponent spends a round trying to disengage 
  (save vs Petrification to successfully disengage).  An 
  opponent caught on the horns may attack and defend 
  himself normally. 
   
  After the impale attack (successful or not), further attacks 
  from the peryton will use its bite (1d6 damage). 
   
  Should the peryton kill an opponent, it will spend the 
  next 1d3 rounds gnawing off armor and chewing through 
  the victim's chest, to eat the still�warm heart.  It will 
  ignore any attacks during this period, as its lust for 
  human hearts is paramount. 
   
  The peryton casts the shadow of a human being.  It is 
  quite disturbing when a flock flies overhead, those on the 
  ground seeing the shadows of men flapping their arms.  
  There are rumors that the peryton somehow holds on to 
  the souls of its victims and uses their shadows – those 
  who have been raised from the dead after a peryton 
  attack speak of memories of flying and hunting the little 
  men who walk upon the ground. 
   
  Pill bug, giant 
  No. Enc: 3d6 
  Alignment: Neutral 
  Movement: 90' (30') 
  Armor Class: 0 (�2 when curled up) 
  Hit Dice: 3 
  Attacks: 1 
  Damage: 1d6 
  Save: F3 
  Morale: 8 
  Hoard Class: None 
  XP: 65 
   
  The giant pill bug is one of the major fungivores of the 
  underground ecosystem.  It feeds on the many forms of 
  dungeon�dwelling fungus (especially prizing shriekers and 
  flat shriekers), and is in turn hunted by the many 
  carnivores of the dungeon.  It stands 8Ê high, has a 
  stone�gray segmented shell, and sports a pair of short 
  horns on the shell above its head. 
   
  The giant pill bugs prefer to travel in herds, as they are 
  attracted to the odor of other pill bugs.  They will attack 
  with their horns if threatened.  When reduced to half its 
  hit points or less, a giant pill bug will roll itself into a ball, 
  reducing its AC to �2.  While rolled into a ball, it cannot 
  move or attack, but will simply wait for its attackers to 
  get bored and leave (or be killed off by other members of 
  the pill bug herd). 
   
  The pill bug prefers moist environments, where fungus is 
  plentiful. 
  
  81 
   
  Pincer Serpent 
  No. Enc: 1d4 
  Alignment: Chaotic 
  Movement: 60' (20') 
  Armor Class: 4 
  Hit Dice: 4 
  Attacks: 3 (bite, claw, claw) 
  Damage: 1d8/1d6/1d6 
  Save: F4 
  Morale: 8 
  Hoard Class: XXI 
  XP: 190 
   
  This reptile somewhat resembles a fat, slug�like serpent, 
  10Ê long.  It is covered with black scales, except for its 
  yellow underbelly, which is lined with two rows of suction 
  cups, much like an octopusÊ tentacle.  It has a lizard�like 
  head, filled with razor sharp teeth, and pair of scaled 
  arms that terminate in a pair of claw�like pincers.  There 
  is a pair of vestigial legs, only a few inches long, dangling 
  uselessly halfway down the creatureÊs body.  It moves 
  more like a caterpillar than a snake, using its suction 
  cups to pull its body straight forward. 
   
  The pincer serpent is an ambush predator, and typically 
  will not pursue prey.  It prefers to hide in obscure 
  locations, sometimes using its suction cups to hold it to 
  walls or ceilings. 
   
  The pincer serpent has a rudimentary intelligence, and 
  likes collecting shiny objects. 
   
  Sasquatron 
  No. Enc: 1d4 
  Alignment: Neutral 
  Movement: 90' (30') 
  Armor Class: 7 
  Hit Dice: 4 
  Attacks: 1 
  Damage: 1d8 
  Save: F4 
  Morale: 9 
  Hoard Class: See below 
  XP: 190 
   
  The sasquatron is a gigantic, hairy humanoid that has 
  undergone terrible modifications.  The monster stands 8Ê 
  tall, and has a thick brown pelt.  Its head is a cylinder of 
  black metal, studded with glowing, blinking gems and 
  encased in a clear polycarbonate sphere, and its right 
  arm has been replaced by the claw of a giant crab.  The 
  sasquatron makes agonized roars when agitated, which is 
  almost always (+4 to reaction rolls).  Where the roars 
  come from is unclear, as this creature has no visible 
  mouth.  It attacks with its massive claw, while beating its 
  chest with its „normal‰ hand. 
   
  The sasquatron is immune to sleep, charm, and other 
  mind�affecting spells.  If subjected to an electrical attack, 
  roll d6 to determine the effect: 
   
  1�2. Stunned for 1d3 rounds 
  3�4. Healed for 1d6 points of damage 
  5�6. No effect 
   
  Should the polycarbonate sphere be unscrewed (or pried 
  off via an Open Doors roll), 5d6 small colorful gems 
  worth 25 gp each can be recovered. 
   
   
   
  Screechman 
  No. Enc: 2d6 (5d8) 
  Alignment: Chaotic 
  Movement: 120' (40') 
    Climb:  60Ê (20Ê) 
  Armor Class: 7 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d6 
  Save: F1 
  Morale: 9 
  Hoard Class: XX 
  XP: 10 
   
  These degenerate humanoids may have had human 
  ancestors in the distant past, but they bear only slight 
  resemblance to men in the current day.  They are 
  pigmentless albinos, entirely eyeless, with massive 
  pointed ears, mouths full of fangs, and claws on their 
  
  82 
  hands and feet.  Both males and females may be 
  encountered in a group, and both are equally vicious.  
  They do not wear clothing, and attack with their filthy 
  claws. 
   
  The screechmen use echolocation to find their prey.  
  Rather than the quiet clicks of bats, the screechmen issue 
  horrible screams at regular intervals.  It is thus virtually 
  impossible to be surprised by a screechman. 
   
  On the flip side, these screams are letting the 
  screechmen know about the partyÊs presence, so it is 
  impossible to surprise a screaming screechman.  It is also 
  incredibly hard to escape a screechman hunting party, as 
  their screams allow them to „see‰ as far as 120Ê. 
   
  A silence spell will effectively blind a screechman, giving 
  them a �4 penalty to hit. 
   
  These creatures can crawl on walls and ceilings at half 
  their normal movement rate. 
   
  Screechmen do collect treasure in their lair, as they 
  greatly enjoy hearing the clink of coin against coin. 
   
  Shrieker, Flat 
  No. Enc: 1d4 
  Alignment: Neutral 
  Movement: 3' (1') 
  Armor Class: 9 
  Hit Dice: 2 
  Attacks: See below 
  Damage: None 
  Save: F1 
  Morale: 12 
  Hoard Class: None 
  XP: 29 
   
  The flat shrieker is a less�ambulatory version of the 
  normal shrieker.  It grows as a large, fleshy flat fungus 
  attached to a floor, wall, or ceiling.  As with a normal 
  shrieker, light within 60' or movement with 30' will cause 
  vented sacs on the fungus to open, sounding a hideous 
  shriek for 1d3 rounds.  For each round of shrieking, 
  there is a 50% chance that a wandering monster will 
  come to investigate. 
   
  Steel Leviathan 
  No. Enc: 1d4+1 
  Alignment: Chaotic 
  Move: 180' (60') 
  Armor Class: 1 
  HD: 7 
  Attacks: 2 or charge 
  Damage: 1d10 each 
  Save: F7 
  Morale: 11 
  Hoard Class: None 
  XP: 1490 
   
  These machines have two head�shaped turrets protruding 
  from the top of a heavily armored tread�driven vehicle.  
  From top to bottom, they measure 8Ê high.  Each over�
  sized head has a gaping mouth, from which the 
  Leviathan fires its heavy machine guns. 
   
  The heads are loaded with 200 rounds of ammunition 
  each (enough for 20 rounds of combat).  Damage from 
  the guns follows the rules for heavy machine gun 
  suppressive fire. 
   
  Additionally, the Leviathan may charge at opponents in a 
  10Ê wide path directly in front of it, doing 1d6 points of 
  damage per 10Ê of distance covered (up to 6d6) to any 
  who fail a save vs. breath weapon.  This charge is 
  performed in lieu of firing its machine guns. 
   
  The LeviathanÊs engine is oil�fueled – this and its large 
  quantity of ammunition make it susceptible to fire 
  attacks.  Any time it takes more than 10 points of 
  damage from fire in a single round, it must make a save 
  vs. spell or roll a d6 on the following explosion table: 
   
  1�2. Left head ruptures and is useless.  Anyone within 
  10Ê takes 1d6 points of damage (including the Leviathan) 
  3�4. Right head ruptures and is useless. Anyone within 
  10Ê takes 1d6 points of damage (including the Leviathan) 
  5. Fuel tank ruptures, Leviathan is immobilized 
  6. Total destruction! 10d6 points of damage to all within 
  10Ê, 5d6 points to all within 20Ê.  Save vs. spells for half 
  damage.  
   
  Steel Leviathans are the heavy weapons of the 
  Unyielding Fist.  They are built for combat, and prefer 
  fighting to any other activity.  For a Steel Leviathan, 
  violence is always the solution of first resort.  It is wise 
  not to cause conflict with them in any way.  The heads 
  are capable of communicating via speakers in the 
  nostrils, and the eyes are fully functional with sensors 
  capable of seeing infrared and ultraviolet light.  They will 
  typically travel with one head pointing forwards, and 
  another backwards, making surprise impossible. 
   
  
  83 
  Stirge, Radioactive 
  No. Enc: 2d4 
  Alignment: Chaotic 
  Move: 30' (10') 
    Fly: 180' (60') 
  Armor Class: 7 
  HD: 1+1 
  Attacks: 1 
  Damage: 1d3 
  Save: F4 
  Morale: 12 
  Hoard Class: VI 
  XP: 27 
   
  These stirges became trapped within the gatehouse, and 
  with no living food, they attacked the thinner glass piping 
  in the reactor core, confusing the warm radioactive goo 
  within for human blood.  They have heavily mutated 
  from this diet of glowing green sludge, becoming 
  incredibly�long�lived and able to sustain themselves off 
  the energy�rich goo.  They would certainly welcome the 
  change of diet that the PC's blood would provide, 
  however. 
   
  When they attack, for every round after the first attack 
  the stirge remains attached to a victim, and on a roll of 
  1�2 on d6, they will accidentally regurgitate green goo 
  into their victim instead of sucking blood.  If the victim 
  fails a save versus poison, roll a d6 to see the effects on 
  the victim: 
   
  1. Dies 
  2. Loses point of constitution 
  3. Gains point of strength, but greenish tinge causes loss 
  of 1 charisma 
  4�6. Takes 1d6 damage 
   
  If they do not regurgitate green goo, they will act as 
  stirges normally do, causing 1d3 points of damage as 
  they suck their victimÊs blood. 
   
  Their radioactive nature has enhanced their resistance to 
  toxins and energies of all sorts, causing them to save as a 
  4th level Fighter. 
   
  These stirges are green and glowing, and nest inside the 
  broken empty tubes that they have already sucked dry.  
  From a distance, they look like football�shaped lumps of 
  green goo. 
   
  Treasure Mollusk 
  No. Enc: 1d6 
  Alignment: Neutral 
  Movement: 60' (20') 
  Armor Class: 4 
  Hit Dice: 3 
  Attacks: 2, or see below 
  Damage: 1d6 each, or see below 
  Save: F3 
  Morale: 8 
  Hoard Class: XXI 
  XP: 95 
   
  These mollusks, in their natural form, are 5Ê wide 
  grotesque lumps of muscle and organs, with several slimy 
  tentacle�like appendages.  They are ringed with jewel�like 
  eyes on short stalks, and their bodies excrete an 
  incredibly sticky slime. 
   
  The mollusk uses this adhesive slime to attach treasure 
  (primarily coins) to itself, and weapons to the end of its 
  two primary pseudopods.  It will then settle into a pile on 
  a dungeon floor, with only its jewel�like eyes visible 
  through the layer of treasure, and wait for prey, 
  surprising on 1�4 on a d6. 
   
  On each successful hit, the victim must save vs. 
  paralyzation or be stuck to the treasure molluskÊs 
  pseudopod.  While a pseudopod is stuck to a character, 
  it is no longer used as a weapon, and the character will 
  only have to contend against one pseudopod, albeit at a 
  +1 penalty to AC. 
   
  Once stuck to both primary pseudopods, the character 
  will be drawn towards the molluskÊs mouthparts on the 
  next round, which will attempt to bite for 1d8 points of 
  damage.  A character stuck to both pseudopods suffers a 
  +4 penalty to AC. 
   
  A character may spend a round attempting to break free 
  from a pseudopod by making an Open Doors check.  If 
  successful, he has broken free of one pseudopod.  Other 
  party members may also attempt to pull the character 
  free, by making additional Open Doors checks. 
   
  Should a mollusk fail a morale check while stuck to a 
  character, it will drag its victim along behind it as it flees, 
  until that character successfully breaks free from any 
  attached pseudopods. 
   
  Treasure mollusks are immune to sleep, charm, and 
  other mind�affecting spells. 
   
  
  84 
  Tunnel Caterpillar 
  No. Enc: 1d8 (3d8) 
  Alignment: Neutral 
  Movement: 60' (20') 
  Armor Class: 8 
  Hit Dice: 1+1 
  Attacks: 1 
  Damage: 1d6 or sticky silk 
  Save: F1 
  Morale: 10 
  Hoard Class: None 
  XP: 13 
   
  Tunnel caterpillars are the larval form of tunnel moths.  
  They live in silken nests, from which they go forth to 
  hunt.  The caterpillar is a mottled gray, with stony lumps 
  on its body.  It sports a pair of sharp mandibles. 
   
  The caterpillar bites its prey with its mandibles, much like 
  the adult moth.  The moth may also spray sticky silk 
  from its backside onto an opponent (save vs. paralyzation 
  to avoid).  The silk will prevent a character from moving 
  until he spends a round cutting himself free, although he 
  may attack freely. 
   
  The nests are baited with coins, jewels, and other small 
  valuables that the tunnel moths bring back from their 
  victims.  The moths then kill whatever creatures come by 
  to loot the nests, and lay their eggs on the corpses.  
  These eggs hatch, becoming tunnel caterpillars, which 
  feed on the dead.  Once this new generation of 
  caterpillars matures, they bring back yet more coins and 
  jewels, and the cycle continues. 
   
  Tunnel Moth 
  No. Enc: 1d6 (2d6) 
  Alignment: Neutral 
  Movement: 30' (10') 
    Fly: 150Ê (50Ê) 
  Armor Class: 6 
  Hit Dice: 1 
  Attacks: 1 
  Damage: 1d4 
  Save: F1 
  Morale: 7 
  Hoard Class: None 
  XP: 10 
   
  The tunnel moth is a large, carnivorous moth.  ItÊs body 
  is 4Ê long, and its stone�gray wings are 8Ê wide when 
  spread.  The moth lives exclusively underground, where 
  it hunts dungeon vermin and small humanoids.  It attacks 
  with a bite from a sharp pair of mandibles. 
   
  Vagabond Mushroom 
  No. Enc: 1d3 
  Alignment: Neutral 
  Movement: 90' (30') 
  Armor Class: 7 
  Hit Dice: 2 
  Attacks: 1 
  Damage: 1d6 
  Save: F2 
  Morale: 8 
  Hoard Class: VI 
  XP: 20 
   
  The vagabond mushroom is an ambulatory fungus that 
  roams underground cave systems seeking decaying 
  matter to feed upon. 
   
  The fungus appears to be a long, twisted flattened 
  cylinder, 10Ê long and 1Ê across, with 2d6 legs, and a 
  pair of shorter legs or arms near the „head‰ end, each 
  ending in a sharp horn.  It can sense body heat and 
  vibration, and attacks with these horns.  The fungus is 
  bright yellow with red splotches and stripes. 
   
  When feeding, the vagabond mushroom lies down upon 
  its food source and excretes a digestive enzyme.  It then 
  grows over the food source.  Any treasure the fungus 
  possesses will have been absorbed into the mushroom 
  this way, and treasure seekers will have to carefully carve 
  up its body to find any. 
   
  The vagabond mushroom is both predator and prey in 
  the dungeon environment.  Many underground�dwelling 
  humanoids find the flesh of the mushroom to be a 
  delicacy. 
   
  
  85 
  Index 
   
  Affidavit of Citizenship.................................................................. 13 
  Argonium.............................................................15, 42, 45, 48, 51 
  Bear trap..................................................................................... 36 
  Beetle�paste................................................................................. 33 
  Church of Starry Wisdom ......................9, 14, 15, 20, 24, 31, 33, 64 
  Crawling Chaos ...................................................... See Nyarlathotep 
  Custodians of Fiduciary Duty................................................... 20, 74 
  DynMat....................................................................................... 41 
  Feretha ................................................................................. 12, 24 
  Flamethrower .............................................................................. 35 
  Gas mask .................................................................................... 36 
  Goblin......................................................................................... 10 
  GodÊs Eye.........................................................7, 15, 20, 24, 50, 57 
  Grenade...................................................................................... 34 
  Gribnel........................................................................................ 64 
  Gun ................................................................................ 33, 40, 48 
  Hive Mind ..................................................................10, 52, 60, 77 
  IMES........................................................................................... 41 
  Koyl Yrenum ................................................................... 13, 15, 26 
  Land of One Thousand Towers........................................... 6, 10, 38 
  Laser........................................................................................... 35 
  Manifold weapons........................................................................ 35 
  Marcus Tyro .......................................................................... 13, 15 
  Mount Rendon............................................................... 6, 9, 44, 45 
  Napalm ....................................................................................... 35 
  Nyarlathotep...................................................................... 9, 20, 29 
  Paint gun..................................................................................... 36 
  Plasma .................................................................................. 35, 72 
  Protonium�metal..................... 15, 39, 42, 45, 47, 48, 49, 51, 61, 67 
  Quiet GodÊs Star ...................................................................... 8, 24 
  Science...................................................... 8, 15, 20, 24, 26, 48, 63 
  Shining Trapezohedron............................................................. 9, 63 
  Sick rock ............................................................................... 42, 44 
  Skeleton, fanged silver ............................................................ 53, 55 
  Skull, crystal 
  blue ....................................................................................... 67 
  green..................................................................................... 54 
  red .................................................................................. 56, 67 
  Slavery .................................................................................. 13, 18 
  Society of the Luminous Spark.................. 14, 15, 20, 21, 25, 27, 31 
  Steel Leviathan................................... 14, 17, 18, 20, 24, 25, 26, 82 
  Wide spectrum vision................................................................ 9, 61 
  Wizard..................................................................................... 6, 38 
   
  
  86 
  OGL 
   
  DESIGNATION OF PRODUCT IDENTITY 
  The names Anomalous Subsurface Environment and Denethix, when 
  used in any context, are product identity. All artwork, logos, and 
  presentation are product identity. The name Henchman Abuse is 
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  Labyrinth Lord™, and Goblinoid Games™ are product identity.  All 
  content not explicitly designated as open game content is product 
  identity. 
  DESIGNATION OF OPEN GAME CONTENT 
  All monster names, text, and statistics in the Monsters section, with the 
  exception of material specifically excluded in the declaration of product 
  identity, are open game content. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  System Reference Document Copyright 2000�2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
   
  Modern System Reference Document Copyright 2002�2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
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  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Authors Davis Chenault and Mac Golden. 
   
  
  87 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
   
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary 
  Gygax. 
   
  Froghemoth from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger, based on 
  original material by Gary Gygax. 
   
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger. 
   
  Labyrinth Lord™ Copyright 2007�2011, Daniel Proctor. Author Daniel 
  Proctor. 
   
  Advanced Edition Companion, Copyright 2009�2011, Daniel Proctor. 
  Author Daniel Proctor. 
   
  Dungeon Module ASE1: Anomalous Subsurface Environment: City of 
  Denethix and Dungeon Level 1 Copyright 2011 Patrick Wetmore; 
  Author Patrick Wetmore. 
   
  END OF LICENSE 
   
  Labyrinth Lord™ is copyright 2007�2011, Daniel Proctor. Labyrinth 
  Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel 
  Proctor. These trademarks are used under the Labyrinth Lord™ 
  Trademark License 1.2, available at www.goblinoidgames.com. 
   
  
  "Do you want your player characters to end up
  looking like this? Yeah, me too!"
  The Blade Zombie May Have a Point...
  Welcome to the Anomalous Subsurface Environment. It's not just a big
  hole in the ground full of money and death ­ it's also got super­science!
  This module describes a classic old­school megadungeon and the
  nearby city of Denethix, plopped in the middle of a post­apocalyptic
  wasteland.
  Everything you need to run a gonzo robots'n'swords
  campaign is here. Adapts easily to all early versions of the classic role­
  playing game and its retro­clones.
  So what are you waiting for? It's time to give your players what they've
  been asking for ­ you know, knives through their eyes and a tortured
  eternity of undead moaning!
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Anomalous Subsurface Environment (LL)/ASE1 Anomalous Subsurface Environment (LL).pdf