TEXT:  
  
  The Hall of the Gnome King 
   
  1 
   
   
   
  Hall of the  
  Gnome King 
  A Northern Tier Location 
   
   
   
  This dungeon is located in Hex 14 in the  
  Northern Tier Hexcrawl, a wilderness area  
  found in Hex E-4 of the  
  Highlands Campaign Setting. 
   
   
   
  Writing, Editing, Cartography  
  and Layout: WR Beatty 
  Art: Public Domain 
   
   
   
  The Northern Tier uses Swords & Wizards in 
  the Highlands rules, a rules variant of Swords 
  & Wizardry, but is fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
   
  © 2018 Rosethrone Games/WR Beatty 
   
  Swords & Wizardry, S&W, and  
  Mythmere Games are  
  trademarks of Matthew J. Finch.  
  Rosethrone Games is not  
  affiliated with Mythmere Games  
  or Matthew J. Finch. 
   
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  2 
   
  Table of Contents 
   
  The Upper Level of the Fungus Court .................. 5 
  1. Stair Trap ........................................................... 5 
  2. Hall of Eternal Dancing ..................................... 5 
  3. The Hall of the Harvesters ................................. 6 
  4. The Twisted Pillar ............................................. 6 
  5. Gallery of Fools ................................................. 7 
  6. The Hounds of the King .................................... 7 
  7. The Hairy Man................................................... 8 
  8. Larder and Kitchen ............................................ 9 
  9. Special Larder .................................................... 9 
  10. Feasthall ......................................................... 11 
  11. The Entrance to the King’s Dungeon ............ 11 
  12. The Great Fungus Court ................................ 11 
  13. The Treasury .................................................. 13 
  14. The King’s Secret .......................................... 13 
   
   
   
   
  The Dungeons of the Fungus Court .................... 15 
  15. The Chimney and The Altar of Darkness ...... 15 
  16. The Three Pools ............................................. 15 
  17. The Promenade “The Inner Darkness” .......... 16 
  18. The Fire Dungeon .......................................... 16 
  19. Darial The Weak ............................................ 16 
  20. Azon the Ravenous ........................................ 17 
  21. & 22. The Outer Dark .................................... 17 
  23. Water Dungeon .............................................. 18 
  Appendix - New Items .......................................... 20 
  Appendix – New Spells ......................................... 22 
  License .................................................................... 26 
   
   
   
   
   
   
   
  
  I                                                   The Hall of the Gnome King 
   
  3 
   
  The Hall of the Gnome King 
   
  By WR Beatty
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On the eastern face of a low mountain is a forgotten door. Few 
  of the locals know about this place, and those few who do know 
  this place shun it for being haunted by evil creatures. 
  Occasionally some weary traveler will find his way to the door, 
  seeking shelter from a storm or wolves or some other danger. 
  Those people always disappear.   
   
  Around the door are a variety of footprints (belonging to the 
  denizens of the Hall of the Gnome King, as well as his most 
  recent victims, if any - see below) that can be clearly seen. For 
  the discerning eye, the footprints are Long Arm, Chitterer, 
  Goblin, Scorned Brethren and Human. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The ground immediately around the Lonely Door is fairly 
  barren so there is little cover under which to approach the 
  location by stealth. However, the greater area is rather 
  overgrown, so there is plenty of cover from which to observe 
  the door.  
   
  There is a cumulative 5% chance per hour of observation that a 
  group of 4 Long Arms and 2 Chitterers will emerge from the 
  door.  
   
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  4 
   
  The lintel over the door appears smooth but on close inspection, 
  it is well weathered stone that was once carved in some kind of 
  runes. It might be possible to discern something of what was 
  once written there (in ancient gnomish script, “The Hall of the 
  King Under the Mountain”). 
   
  The door itself is a smooth stone slab on which is carved an 
  ancient gnomish rune for happiness or pleasure or enjoyment. 
  There is no obvious means of opening the door. 
   
  There are two expected ways to open the door, which is immune 
  to physical (and magical) damage, though magical means may 
  be used to bypass or unlock the door (knock type spells, 
  passwall, wish, etc.) 
   
  To unlock the door, a being must trace the rune with their finger, 
  and the door will open inward and remain open for three rounds, 
  after which it will close and not open again for the same person 
  for 48 hours. 
   
  The door can be forced open with a combined 46 Strength, 
  though there is room for no more than 3 people to push on the 
  door inward. Forcing the door open functions exactly the same 
  as if the door is unlocked (that is, it will remain open for three 
  rounds, then close and not open again for the same person(s) for 
  48 hours).  
   
  When the door opens, faint music can be heard from below. 
   
  Inside, stairs lead down into the darkness and faint music drifts 
  upward. Once the door closes, from the inside, it becomes solid 
  stone wall. The rune to open the door from the inside is in the 
  chamber below. 
   
  Chitterers (2): hp 15, 30 
  Long Arms (4): hp 15, 21, 22, 23 
   
   
   
    
   
  
                                                The Hall of the Gnome King 
   
  5 
   
  The Fungus Court: 
  The Upper Level 
  1. Stair Trap 
  Once a PC begins descending the stairs (there are 39 steps), he 
  or she must save vs. spells each step of descent Failure means 
  the PC is compelled to continue the descent to the Hall of 
  Eternal Dancing. With every step taken, the save is at -1 (so, 
  yes, at the bottom of the stairs, the save is at -39). Each time a 
  PC attempts to mount the steps from the bottom, the save begins 
  at -39. In addition, magical darkness covers the stairs (cast at 
  10th level) from the 12th step downward. Avoiding the steps 
  (fly, levitate, etc.) circumvents this trap and dispel magic will 
  temporarily disable the trap (and, if appropriate, the darkness) 
  within the range and duration of the spell (but the negative 
  modifiers to the save are tied to the actual numbered steps, not 
  the number of steps actually tread upon by a PC).   
   
   
   
   
   
  2. Hall of Eternal Dancing 
  Suddenly, the darkness ends and the stairs open into an 
  underground room filled with music (and possibly people 
  dancing - see below). Those who were compelled to descend 
  the stairs step off the bottom step and now must save vs. spells 
  (the music is a powerful enchantment) or fall under the 
  “permanent” effects of Irresistible Dance spell. Those who 
  make their save can attempt to flee back up the stairs (if they 
  can circumvent the compulsion spell on the stairs), or, if they 
  remain, must make a save each round until they succumb to the 
  effects of the spell or flee.  
   
  Those under the effect of the Irresistible Dance spell must make 
  a new save every 24 hours, at -4 for each 24 hour period spent 
  dancing. Each 24 hour spent dancing reduces Constitution by 4. 
  When Constitution reaches 0, the person collapses from 
  exhaustion and sleeps (magical sleep) until removed from this 
  chamber (by, presumably, the Gnome King’s minions, see 
  below).   
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  6 
   
  Carved into the wall beside the staircase is the exact same 
  symbol that was carved into the stone door above (the ancient 
  gnomish rune for happiness or pleasure or enjoyment). If traced 
  with a finger, it will open the door above for 4 rounds (there is 
  no limit to how many times an individual can open the door 
  from within using this rune). 
   
  There is a 20% chance that some weary travelers have happened 
  on the Hall of the Gnome King and are trapped here, dancing 
  until exhausted as the PCs descend the darkness. In this event, 
  these peasants will beg to be released from the compulsion of 
  the dancing spell. Six commoners lay prone on the ground, 
  appearing dead (they are sleeping), five of whom are children. 
  These commoners will dance another d8+4 hours each before 
  collapsing.  
   
  The Gnome King’s Minions (see the Harvesters below) watch 
  the room via a spyhole and once everyone in the room collapses 
  and falls asleep, the Gnome King’s Minions will enter via the 
  secret door and steal everything and take the prisoners in 
  magical chains down into the Gnome King’s lair below. 
  Powerful creatures (such as the PCs) they might deposit outside 
  the lair, naked and bound hand and feet, possibly smeared with 
  some fungus rot to attract some creatures, not wanting to risk 
  such beings upsetting the “balance” of the dungeons. 
   
  NOTE: A tiny spy hole in the north wall and six tiny spy holes 
  in the west wall are very hard to discover (treat as concealed 
  doors). The secret door in the north wall has a normal chance to 
  be detected. This room is under constant observation. 
   
  3. The Hall of the 
  Harvesters  
  A spyhole here allows the Harvesters to watch the Dancehall. 
  Five Long Arms are on watch here at all times, one constantly 
  at the spyhole, four typically at the table or creating wall art. 
  The room has six chairs and a small table. The walls are covered 
  in some indecipherable scrawlings and crude drawings and filth 
  is piled in the corners. Hanging from the walls are dozens of 
  manacles and chains. If detected, they will radiate as magical. 
  These chains (Gnome King’s Shackles, see Appendix – New 
  Items for more information) are the devices that the Harvesters 
  use to bind prisoners (and are the key to passing the Twisted 
  Pillar, below). Searching the filth piles will reveal a pinky 
  finger chewed on one end, but still retaining a platinum ring set 
  with a blue opal (worth 125 gp) that once belonged to Lady 
  Elegia of Manor Pilias. 
   
  The Long Arms will not fight to the death. If they lose more 
  than two of their number or are quickly reduced in hit points, 
  they will grab chains from the walls and run toward area 4 to 
  warn the entire complex of the intrusion. If an alarm is sounded, 
  four of the five long arms will grab all but one of the chains and 
  run to the Great Fungus Court, leaving a single sentry with a 
  single magic chain. 
   
  Long Arm (5): hp 18,19,21,23,28 
  4. The Twisted Pillar 
  This small, barren room has only a single feature: a large, 
  twisted pillar in the center of the room. Those who pass the 
  pillar without being in contact with the magical chains from 
  area 3 are hit by lightning bolts every round (2d6 damage per 
  bolt strike, 1d4 bolts strike each target per round), save for half 
  damage. Those who fail their save not only take full damage but 
  are stunned for the round and cannot move again that round.  
  
                                                The Hall of the Gnome King 
   
  7 
   
  5. Gallery of Fools 
  The walls of this room are carved depicting disgusting acts of 
  brutality and are painted in gaudy, in appropriate colors (green 
  blood, purple skin, etc.). There is an alcove in the west wall and 
  six spy holes in the east wall which peer into the Hall of Eternal 
  Dancing. At four of these peepholes are placed men of varying 
  ages who have been driven mad by the Gnome King. These are 
  the Watchers of the Dance. They are shackled to stone chairs 
  and their heads are affixed to the spy holes by leather harnesses. 
  They are sitting in their own filth and drooling, alternating with 
  gales of laughter and sobs of despair.  
   
  If released they are volatile and unpredictable. Use the 
  following table for their reactions if released (roll each turn 
  unless otherwise noted): 
   
  2d4 
  Watchers of the Dance reactions 
  2 
  Attack nearest PC 
  3 
  Run to the peephole they were occupying and stare through 
  it for 1d4 turns 
  4 
  Start singing a bawdy song 
  5 
  Hop on one foot yelling, “Hop, hop, hop!” at the top of his 
  voice. 
  6 
  Sit on the floor/ground and begin sobbing loudly, 
  inconsolably 
  7 
  Drop to all fours and begin baying like a hound, imitating 
  the Hell Hounds (area 6) 
  8 
  Seek out and attack the nearest minion of the Gnome King 
  (or the Gnome King himself, if he happens to be nearest) 
   
  The Watchers of the Dance are grizzled and scarred men, beards 
  reaching to the floor. They are generally weak and mad, but if 
  attacked, or if they attack, they are ferocious, gaining +2 to hit 
  and +3 to damage (though they attack as normal men, damage 
  1d4).  The constant bombardment against their minds has given 
  the Watchers of the Dance immunity to all mind affecting spells 
  but they are very susceptible to illusions (-4 penalty on saves 
  vs. illusion magic). In the western alcove is a poorly molded 
  plaster cast statue of a woman. If the PCs inspect the statue 
  within ten rounds of entering the room, they will hear muffled 
  sounds from within the statue.  
   
  The “statue” is actually a plaster covered woman named Shrira 
  who is still (barely) alive. Seven Scorned Brethren are hiding 
  in the wall here, waiting for the plaster to fully set (and the 
  woman to die) so they can remove her and then create a “real” 
  statue from the mold. The woman’s experience in the Hall of 
  the Gnome King has driven her as insane as the Watchers of the 
  Dance so, if freed, she will respond as on the table above. She 
  wears a gold necklace (worth 150 gp) and blue and gold 
  embroidered slippers (worth 200 gp if cleaned up from the 
  plaster). She knows the layout of the Hall and the Gnome 
  King’s weaknesses. 
   
  Watchers of the Dance/Shira (4+1): hp 2 each 
  Scorned Brethren (7): hp 1 each 
   
   
  6. The Hounds of the King 
  Chained to the wall in this chamber are 4 Hell Hounds. They 
  wear magical chains like those found in area 2 (the Hall of the 
  Harvesters) that allow the Hounds passage beyond the Twisted 
  Pillar (area 4) if the chains are unhooked from the wall.  The 
  chains themselves are 20’ long and very heavy. The Hounds are 
  vigilant, howling and snarling any time anyone enters from area 
  5 (the Gallery of Fools).  
   
  The Hounds are attended by their keeper, a scarred and gnarled 
  old Long Arm who treats them cruelly, but they obey his every 
  command.  If engaged in combat, the Long Arm will release the 
  chains from the wall, allowing the hounds to roam freely, and 
  order them to kill the intruders. The Hounds will fight to the 
  death.  The Long Arm, however, will beg for mercy if seriously 
  threatened, weeping and keening over the death of his precious 
  hounds (if they have, indeed, been killed). He will offer to lead 
  the intruders to anything he believes they want – beginning with 
  the treasury (13), then the Gnome King’s greatest treasure 
  (12c). He will lie to save his life, promising riches, hostages, a 
  portal to “The Great Caverns of the Golden Fians” or whatever 
  he thinks will save his wretched life. He will, of course, betray 
  the intruders at the first opportunity, leading them into a trap, to 
  a group of guards, perhaps to the Dead Man’s Drop (12b). The 
  Long Arm has a gold band around his right arm worth 30 gp 
  and fights with a short sword which has a hollow space in the 
  pommel in which he has hidden a diamond worth 300 gp and a 
  strip of paper (which is an ancient scroll: protection from 
  demons which is only 50% likely to function because of age – 
  if the scroll misfires, it actually summons 1d4 demons, random 
  types, who may attack the bearer of the scroll, may serve the 
  bearer of the scroll, or may attack one another if more than one 
  demon is summoned). 
   
  Long Arm (1): hp 23 
  Hell Hounds (5) (5 HD): hp 20, 22, 24, 25 
  
  The Hall of the Gnome King                                                   i 
   
  8 
   
   
   
  
                                                The Hall of the Gnome King 
   
  9 
   
  7. The Hairy Man 
  Hanging on the wall outside the door here are a variety of 
  leather straps and harnesses The door to this chamber and the 
  bars set in the small window of the cell’s door are oak. Even the 
  hinges of the door are wooden. In fact, there is no metal 
  associated with this cell at all. If detected, everything associated 
  with the door radiate a faint magical glow. 
   
  Inside is the Hairy Man, a large, mute creature that the Gnome 
  King has enslaved as his special torturer. The Hairy Man has 
  the natural ability to discharge electricity from its body. The 
  Gnome King uses special manacles and chains (Ahsandar’s 
  Chains of Discharge) which allow the Gnome King to 
  determine when and how the Hairy Man’s electricity is 
  discharged. The creature appears to be a simpleton, though he 
  very much is not. He resents the mistreatment it receives at the 
  Gnome King’s hand. In fact, to appease the creature, the Gnome 
  King has made the Price of the Pale the Hairy Man’s handler. 
  The Prince only deals with the Hairy Man under the effects of 
  a Change Self Illusion (appearing as a harmless young boy). 
  The Hairy Man knows that he could over power any single 
  denizen of the Gnome King’s hall (probably even the King 
  himself) or perhaps even a handful of creatures, but the sheer 
  number of minions in the Gnome King’s court keep the Hairy 
  Man from attempting escape (since his last attempt cost him 
  dearly). If the PCs offer him freedom, he will help them, even 
  fight alongside them.  If the Prince of the Pale’s illusion is ever 
  dispelled in the Hairy Man’s presence, the creature will go 
  berserk and attack every denizen of the Hall that he encounters 
  until he either kills the Prince and the King or he is killed 
  himself. 
   
  Hairy Man: hp 28 
   
  8. Larder and Kitchen 
  This is where the Gnome King’s “chef”, a bizarre creature 
  named Asheras who looks like a cross between a goblin and a 
  lizard, prepares the Gnome King’s feasts. Meat hangs from 
  hooks, some of it rancid, and piles of fungus and hundreds of 
  pounds of spices make this room difficult for humans to 
  withstand. Those who enter this room must save vs. poison or 
  begin sneezing and choking, unable to do anything else 
  (considered helpless). Those who make their save cough and 
  sneeze but are able to function (with no Dexterity bonuses and 
  at -2 to AC). Asheras will attack any non-denizen of the Hall 
  who enters the kitchen, but will not raise a general alarm, 
  believing that he can handle any intruders himself. Ahuge 
  brazier burns in the center of this room at all times. This magical 
  fire is inextinguishable by normal means. The fire can consume 
  all normal items (including metal) and the Gnome King uses 
  this fire to dispose of waste…and enemies. Among the food 
  stored here is pickled goblin, human and rat, fungus and root 
  vegetables. Around Asheras’ neck is a chin with a key on it (to 
  the Special Larder). 
   
  Asheras: hp 24 
   
  9. Special Larder 
  The door to this room is locked (Asheras, above, has the key). 
  Inside, the walls are lined with shelves, but they are mostly 
  empty. A few small boxes or baskets hold simple, mundane 
  items (like small tools, utensils, papers, small pots with some 
  unknown substance in them, etc). The most prominent feature 
  in the room, however, are the five large urns sitting as if 
  arranged in the middle of the room. 
   
  The Five Urns 
  The urns are unadorned, about 4 feet high, heavy clay. Four of 
  the urns are un-stoppered, the fifth, in the center, has a large, 
  brass stopper sealing it. If detected, they radiate a faint magic. 
   
  Their intrinsic value is low (maybe 20 gp each for the four and 
  50 gp for the center urn). However, when properly arranged and 
  sanctified, they become Urns of Commuting Blessing. 
  Beginning at the left and moving clockwise, each urn must have 
  something of increasing value placed in it before the final, 
  center urn is un-stoppered.  
   
  If the proper procedure is followed, when the center urn is 
  opened, a blue-green smoke will fill the room for 5 rounds. 
  Anyone who breathes the smoke for at least 2 rounds will 
  receive a bonus of 2 or 10% on all rolls for the next two hours. 
  The magic of the blessing “consumes” the items in the jars (that 
  is, they disappear). If the proper procedure is not followed, 
  when the center urn is un-stoppered, the room will fill with red 
  smoke, and an angry Djinn will attack the party.  
   
  As a magic item, the Five Urns of Commuting Blessing are 
  worth about 5,000 gp. 
   
  Djinn: hp 41 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  10 
   
   
   
  1d6 
  Gnome King’s Personality 
  Gnome King’s Weakness 
  Gnome King’s Special Ability 
  1 
  Distracted by anger with an 
  underling, dismissive and short 
  Must be constantly eating. If food is 
  taken away, he flies into a rage. 
  ESP, detect lie, detect good/evil: any one, once 
  per turn, unlimited times per day. 
  2 
  Whimsical with an underlying 
  threatening current, uses 
  murderous double entendre  
  Must be constantly complemented. If 
  insulted, he flies into a rage. Must always 
  have a fawning audience. 
  Can shoot one magic missile (as per spell) from 
  each finger (up to 10 missiles), once every 10 
  turns. 
  3 
  Melancholy, despairing of life, 
  looks on mortals with 
  venomous disdain 
  Can’t abide bright light. If in the presence 
  of magical light or sunlight, attacks and 
  defends (AC) with a 4 point penalty. 
  Regenerates 1 hp per round unless damage dealt 
  is cold damage (which does double), even if only 
  a small fragment remains.  
  4 
  Manic, rapidly changing topics, 
  demanding tribute as the ruler 
  of the universe, offering gifts to 
  the strangers who grace his 
  presence, etc. 
  Enthralled by beauty. If a being comes 
  into his presence with an 18 or greater 
  Charisma (or Comeliness), the Gnome 
  King will fawn over the being and be 
  captivated by it (as if charm person). 
  Eyes are dispel magic and anti-magic rays. If 
  Gnome King “attacks” with his eyes, dispel 
  magic at 15th level caster level (affects spell 
  effects and magic item effects for 1d6 rounds, 
  save for half, but does not dispel permanent 
  magic items, only their effects) 
  5 
  Murderous, demanding tribute 
  or he will execute those before 
  him 
  Susceptible to mind affecting magic: -3 
  penalty on saves versus such spells. 
  Magically hardened skin: AC -3[22], edged 
  weapons and missile weapons do a single point 
  of damage (plus any magical plusses), no 
  strength bonus. 
  6 
  Flippant, dismissive, uncaring 
  Takes triple damage from water attacks. 
  Every time Gnome King hits target, critical hit. 
  
                                                The Hall of the Gnome King 
   
  11 
   
  10. Feasthall 
  Seventeen Long Arms dwell here in this messy, chaotic room 
  filled with foul odors and uncertain piles of debris. If engaged 
  in melee, one Long Arm will sound an alarm and all will fight 
  to the death. 
   
  Long Arms (17): 
   
   
  11. The Entrance to the 
  King’ s Dungeon 
  At the top of this natural staircase is a door of bars which is 
  locked. The Gnome King has the key. The long staircase 
  descends about 30’ over 2 dozen or so irregular steps. On the 
  bottom step is a sigil (a stylized wolf eating its own tail). This 
  is the seal that entraps Azon the Ravenous (see below). If 
  anyone breaks the seal, they free the demon…who would like 
  to get revenge on his captor (but might turn on the party, too…) 
   
  12. The Great Fungus Court 
  This is the Gnome King’s Throne Room. Here, among the giant 
  mushrooms and weird stalactites, sits the Gnome King on his 
  Dragonbone Throne (see a below), an exile from the Green 
  Land, a bitter immortal. He is attended by his “wife” and his 
  court and guarded by his attendants, eight Fungus Men, and his 
  personal guard, six Long Arm Captains. 
   
  The north wall of this hall is completely transparent (though it 
  is still solid stone) giving full view of any events or actions in 
  the Hall of Eternal Dancing. 
   
  The Gnome King’s “wife” is a nymph named Calistya whom 
  the Gnome King captured and imprisoned here a decade ago. 
  Calistya longs to be released from the Gnome King (who is 
  immune to her innate abilities) and will, if the opportunity 
  arises, attempt to charm any of the men in the party, preferring 
  those who are good aligned, beginning with the highest 
  charisma/comeliness and working from there (but she is 
  desperate, and will work her wiles on any man in the party). She 
  will not attempt to use her abilities in the presence of the Gnome 
  King, as would surely punish her for such disobedience and 
  disrespect. However, if she can find an opportunity to be alone 
  with one or more of the PCs while the King is distracted or away 
  from her, she will make her attempt. She does not know much 
  about the layout of the complex but she can tell the party a good 
  bit about the Gnome King. 
   
  The Gnome King’s Court consists of Chitterers (7), Snufflers 
  (4), bird men (2), goblins (11), shadow creepers (7), and 
  scorned brethren (19) in a chaotic mass audience, hooting and 
  laughing at the spectacle in the dancehall, attending to every 
  word uttered by the Gnome King. The Gnome King’s Court is 
  fiercely loyal to him and will fight and even die at his command. 
  However, if the Gnome King falls, the court will flee in 
  cacophonous rout, grabbing any valuables they can on their way 
  out but seeking their own lives first and foremost. 
   
   
   
  The Gnome King is a spindly, warty mottled grey creature. 
  While he stands only about four feet in height, he is physically 
  strong (STR 21) and his magical power gives him tremendous 
  influence (see below and New Monsters). When confronted, the 
  Gnome King will slip on the gold ring from his pouch (see 
  below) and then immediately attempt to mass suggestion the 
  party. If that doesn’t work he will then attempt to cast cause 
  madness on any obvious spell casters and tell his court to attack. 
  In the ensuing melee he will continue to attempt to cause 
  madness as he is able.  
   
  He will fight (he uses a stone ax) but he knows that he is 
  vulnerable to physical attack and if he is losing will attempt to 
  cast darkness 30’ radius, he will attempt to grab his secret 
  magical stash (Misha’s Ring of Hope - see Appendix - New 
  Items), and flee through The King’s Secret (below), running to 
  Azon the Ravenous to retrieve his Phylactery, going to great 
  lengths (though not revealing anything to Azon) to try to 
  retrieve it. The Gnome King will sacrifice everything to save 
  himself. The king carries keys (for the secret doors, the 
  Treasury and the Special Larder) on an iron ring on his belt, a 
  leather belt pouch (goblin skin leather) containing 8 rubies 
  (worth about 300 gp each), a small iron rose (the key for the 
  Ahsandar’s Chains of Discharge) and a gold ring (Misha’s 
  Ring of Hope - see Appendix - New Items) and his stone ax is 
  always at hand. 
   
  a. 
  The Dragonbone Throne 
  The Gnome King’s throne is a massive affair. The back and 
  sides are fused dragon bones, the seat is a massive dragon 
  skull. Spindly wing bones fan out behind the throne, 
  creating a macabre canopy over the The Gnome King, who 
  claims to have killed this enormous creature with his stone 
  ax in a single stroke.   
   
  A secret panel in the skull opens, revealing the Gnome 
  King’s magical stash: two unlabeled potions (invisibility, 
  gaseous form) that the King has been afraid to try, a bowl 
  of 
  commanding 
  water 
  elementals, 
  a 
  helm 
  of 
  Underwater Action and Talisman of the Mad Mage. In 
  addition, there is an alabaster jar, sealed with beeswax and 
  the Seal of the Gnome King. Inside the jar is the soul of 
  Shiralla, the Witchwoman (see Hope Cross Village). 
   
   
  Fungus Men (8) (HD3): hp 6, 7, 8, 13, 13, 14, 16, 18 
  Long Arm Captains (6): hp 30, 30, 31, 32, 35, 35 
  Chitterers (7): hp 10, 15, 18, 19, 20, 23, 25 
  Snufflers (4): hp 21, 23, 24, 28 
  Bird men (2) (HD3): hp 17, 18 
  Goblins (11): hp 2, 3, 3, 4, 4, 4, 5, 6, 7, 7, 8 
  Shadow Creepers (7): hp 3, 4, 6, 6, 8, 10, 13 
  Scorned Brethren (19): hp 1 (x11), 2 (x7), 3 (x1) 
  The Gnome King: hp 38 
  Calistya (Nymph): hp 21 
   
  
  The Hall of the Gnome King                                                   i 
   
  12 
   
   
  b. The Dead Man’s Drop 
  A secret trap door (8’x8’) in 
  the floor here opens at the 
  Gnome King’s command (the 
  command word is “Drop from 
  my sight!” In old gnomish). 
  The Gnome king enjoys 
  dropping prisoners into the 
  water dungeon after toying 
  with them for some time. All 
  of the members of the Gnome 
  King’s Court know where this 
  trap door is and avoid it 
  (because he has been known 
  to drop a drunken goblin into 
  the water dungeon just for 
  sport). 
   
  c.     The Greatest Treasure 
  In this alcove is the Gnome 
  King’s greatest treasure. The 
  woman he truly loves: Queen 
  Arianna of the Kingdom of 
  Filan. When she spurned his 
  love 400 years ago, he trapped 
  her in this mirror where she 
  has lived a half-life ever 
  since. He has no idea how to 
  free her, but retains her as 
  “art” for his Courtroom.  
   
  She is always attended by 
  four Watcher Demons who 
  never leave the mirror, even 
  to defend the Gnome King, 
  but will defend the mirror to 
  the death.  
   
  If the PCs release Ariana from 
  the mirror (the details of 
  which are left up to the DM to 
  determine), she holds the key 
  to the secret treasury of the 
  Lost Kingdom of Filan and 
  will be willing to share what 
  she knows with the PCs if 
  they will agree to help her 
  restore her throne. 
   
  Watcher Demon (4): hp 21, 24, 
  24, 31 
   
   
   
   
   
  
                                                The Hall of the Gnome King 
   
  13 
   
  13. The Treasury 
  The door to the treasury is always locked and the Gnome King 
  believes he has the only key. Inside, the chamber is a chaotic 
  mess of treasures, garbage and mundane items taken from the 
  many unfortunates who have found their way into the Gnome 
  King’s Hall over the centuries. 
   
  Among the treasures are many mundane items taken from 
  peasants and travelers who have made their way into the Gnome 
  King’s Hall (clothing, shoes, teeth, hair, tools, utensils, buckets, 
  baskets, etc), swords, shields, spears, helmets, daggers and the 
  like, as well as a number of valuable items: 
   
  Three Chests: 
  1: 1342 gp and a golden holy symbol (stylized sun design) 
   
  2: 5672 sp, three silver candlesticks, a rosewood box 
  containing 8 silver necklaces (worth about 400 gp total) and 
  a silver medallion (a sun and moon design, intrinsic value 
  200 gp, but actually The Talisman of Day and Night see 
  Appendix – New Items). 
   
  3: 2342 cp (these are such rare, ancient coins that they are 
  actually worth a gp each to a collector - a magic user or 
  alchemist - because they contain the exact metallic 
  composition needed for some arcane formula) and three 
  bronze braziers (worth 50 bp each) 
   
  The Staff of Anath 
  The Armor of St. Parian 
  Shatterblade (shortsword) 
  The Dagger of Nim-Nis (Azon the Ravenous) 
   
  Four Wicker baskets with sand in them. This 
  “sand” is Dust of Binding (see Appendix – New 
  Items). 
   
  Abacan’s equipment (see room 23, the Water 
  Dungeon) – Red and white robes, a black cloak, 
  a dagger, a staff, a potion of invisibility, a ring 
  of water walking, a traveling spell book with 
  Charm 
  Person, 
  Comprehend 
  Languages, 
  Dancing Lights, Detect Magic, Light, Read 
  Magic, Spider Climb, Write, Continual Light, 
  Detect Invisibility, Levitate, Mirror Image, 
  Dispel Magic, Haste, Hold Person, Infravision, 
  Suggestion.  
   
   
   
   
  14. The King’ s Secret 
  Through a locked secret door behind the Dragonbone Throne is 
  a small tunnel that leads to another locked secret door that leads 
  to the King’s Dungeon. The locks on the secret doors have 
  different keys. The door from the Great Fungus Court to the 
  short tunnel uses an iron key marked with three triangles and 
  circle on the shaft of the key. The lock on the door from the 
  short tunnel to the dungeon uses a small bronze key marked 
  with a single triangle and a square on the handle. If the wrong 
  key is used on either door, a trap is sprung on the person holding 
  the key – on the Great Fungus Court Door if the wrong key is 
  used, a lightning bolt will shoot out through the key (4d6 
  damage – save for half). If the wrong key is used in the dungeon 
  door, the door explodes in a 5d6 fireball (per magic user spell 
  for area of effect – centered on the door – it will probably blow 
  up both doors, the dragonbone throne and a good bit of stone… 
  not to mention the party…) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  14 
   
   
   
  
                                                The Hall of the Gnome King 
   
  15 
   
  The Fungus Court 
  The Dungeons 
   
  15. The Chimney and The 
  Altar of Darkness 
  This ledge is 20’ above the floor here and above the ledge, a 
  natural chimney, varying in width from 3’ to just under 8” 
  winds its way to the surface 120’ above. The Gnome King can 
  scuttle up the shaft easily in a few turns, avoiding the guardian 
  he has set. Others who have tried to escape the Gnome King’s 
  Dungeon via the Chimney have not been successful. 40’ up the 
  shaft, before it narrows to the tightest point, the Gnome King 
  has placed a Tentacled Horror (anchored, 2 long tentacles) as 
  the “backdoor” guardian of his fortress. 
   
  An altar to the Primordial Element of Darkness is here, guarded 
  by four Long Arms and two Chitterers.  
   
  Tentacled Horror: hp 28 
  Long Arm (4): hp 11, 13, 13, 19 
  Chitterer (2): hp 13, 18 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  16. The Three Pools  
  The cavern here is dominated by three large, evenly spaced 
  pools filled with what appear to be gold coins.  
   
  The pools do have gold coins in them (or, rather, copper coins 
  dipped in gold). Each of the coins bears the Gnome King’s 
  likeness on one side and a seven-headed serpent on the other.  
   
  There are subtle differences between the coins in the three 
  pools. The coins in the first pool depict the Gnome King facing 
  to the left, the coins in the center pool depict the Gnome King 
  facing front, the coins in the third pool depict the Gnome King 
  facing to the right. Each coin has an intrinsic value of 1/5th of 
  a sp. There are 2597 coins in the first pool, 8431 coins in the 
  center pool and 3111 coins in the final pool. 
   
  The coins have some (little) intrinsic value, but they are 
  important for entering the Water Dungeon (area 23) unscathed. 
  The Long Arm keepers of the Water Dungeon take three from 
  each of the first and third pool and a single coin from the center 
  pool. If this combination is gathered, the seven coins will glow 
  lightly with a green glow and then the entire creature in 
  possession of the seven coins will glow with a pale green glow 
  for one round and then will be protected from the effects of the 
  minerals in the water and the Tyrant Serpent who dwells in the 
  water dungeon as long as the coins remain in the creature’s 
  possession. Having fewer than, or the wrong combination of, 
  the requisite seven coins has no effect. Having more than the 
  requisite seven coins actually attracts the Tyrant Serpents 
  attacks (it will leap out of the water as soon as the first PC with 
  more than the seven coins enters the Water Dungeon, see area 
  23 below) 
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  16 
   
  17. The Promenade “The 
  Inner Darkness” 
  From the edge of the Three Pools beyond, this entire area is 
  under the effect of permanent GLOOM. Normal light sources 
  (torches and lanterns) are only ¼ effective, light spells are at ½ 
  area of effect and duration. In addition, mortals (the PCs) who 
  move through the GLOOM have to make a save every turn or 
  despair. The effects of despair are ½ movement, -2 to hit and 
  damage, +2 AC, 10% chance of spell misfire. 
   
  18. The Fire Dungeon 
  This Cavern is 30’ below the level of the Inner 
  Darkness/Promenade. Nine Long Arms attend perhaps 60 
  prisoners here as lava bubbles and smokes in a small caldera in 
  the southernmost end of this cavern, snaking its way in a river 
  of lava through the length of the cavern to flow into a cavern 
  under the Inner Darkness. A motley band of prisoners stands 
  along the walls scratching the stone with their fingers and 
  talons. Periodically, a prisoner will cautiously bend over, scoop 
  up a bit of loose stone into a small wicker basket (there are 
  perhaps a dozen such baskets scattered throughout the cavern - 
  PCs might recognize the baskets from the Great Fungus Court 
  if they have been there).  The baskets contain Dust of Binding 
  (see Appendix – New Items for more information). 
   
  The Long Arms seem to randomly snatch prisoners, dip them 
  in the lava and lift them out, screaming (two or three times a 
  day they engage in this behavior). If the prisoner survives, he or 
  she is tossed back onto the cavern floor. If the prisoner dies, 
  they toss the corpse into the lava river where they sink into the 
  molten rock. Otherwise, the creatures stand mute and fairly 
  motionless unless a prisoner moves too much, then the Long 
  Arms will either simply block the prisoner, maim them, dunk 
  them in the lava or kill them.  
   
  It is difficult to discern a pattern to the creatures’ behavior. If 
  the prisoners notice the party (30% chance if the party isn’t 
  taking precautions) the prisoners will shout and beg for release 
  causing a general alarm to be raised in the dungeon (and causing 
  the Long Arms to snatch several prisoners and toss them into 
  the lava river). 
   
  There are 9 Long Arms guarding a motley crew of 47 prisoners 
  (all but 8 of whom have some deformity from the ministrations 
  of the Long Arms). The prisoners include men, women, 
  goblins, sprites, shadow creepers, chitterers, snufflers, 
  pookas, fairies, gnomes, elves, dwarves, halflings.  
   
  Long Arms (9): hp 14, 16, 17, 17, 18, 20, 23, 25, 28 
   
   
   
   
   
   
   
   
  19. Darial The Weak 
  Darial is a disgraced Long Arm Captain who failed the 
  Gnome King in some small matter years ago. It amuses the 
  Gnome King to keep Darial chained here, tethered in a cave 
  next to Azon the Ravenous (see below).  
   
  Darial is chained in such a way that he can flee just out of reach 
  of Azon, when the Demon-Beast seeks a meal, by dropping 
  himself down the deep hole that is his home, this cave. The cave 
  drops 100’. Darial’s chain is 60’ long and is affixed to the cave 
  wall about 30’ below the Inner Darkness floor (so if he were to 
  fall from the main level down the shaft of his “home”, he would 
  stop at 90’, just 10’ below the bottom of the shaft). 40’ down 
  the shaft is a ledge where Darial makes his home and keeps his 
  meagre possessions: a flint knife, an emerald (worth 35 gp), a 
  pile of eagle bones and a leather pouch containing some brass 
  coins. 
   
  Azon frequently taunts Darial and has given him the epithet, 
  “Darial the Weak” which everyone uses in reference to the 
  Long Arm. Darial truly is a coward - occasionally when Azon 
  startles him he throws himself down the shaft of his “home”, 
  hurtling all the way to the end of his chain in terror. He wants 
  nothing more than to be free of this torment and will promise 
  the PCs anything if they will release him - the King’s treasures 
  (which he will exaggerate), his servitude (he will greatly 
  exaggerate whatever abilities the PCs seem interested in, 
  including his cruelty if they lead him in that direction), the 
  promise of a queen (see the Greatest Treasure, Throne Room 
  above). If they do release him, however, he will look for the 
  first opportunity he can to flee, betraying the party if necessary 
  (for example, he will gladly raise the alarm if they encounter 
  another group of Long Arms, then try to slip away during the 
  ensuing melee).  He might be helpful, he might not be - his only 
  concern is to rid himself of the Hall of the Gnome King. 
   
  Darial (Long Arm Captain): hp 33 
   
  
                                                The Hall of the Gnome King 
   
  17 
   
  20. Azon the Ravenous 
  The floor outside this dark cave is scratched deeply and black 
  stained. From the shadows beyond can be heard rumbling 
  growls and clanking chains.  No Long Arms attend this cavern 
  - in fact, if anyone with the right skills studies the stone floor, it 
  is apparent that when any creature passes this cave, it is as far 
  from the entrance as physically possible.. Only the Gnome King 
  ever approaches. Occasionally, Azon the Ravenous (see 
  Appendix – Bestiary) emerges from his lair and snatches a meal 
  from the Inner Darkness, but otherwise, the creature remains at 
  his master’s task: guarding the Gnome King’s Weakness. Azon 
  the Ravenous is a Demon-Beast. 
   
  The chains the tie Azon to the wall are for show. The creature 
  cannot be bound by such simple physical means, however, the 
  Gnome King has placed a magical seal on these caverns so that 
  Azon cannot travel beyond the bounds of the Inner Darkness. 
  The bond is broken by the death of the Gnome King or the 
  breaking of the seal (found on the bottom step at the Entrance 
  to the Dungeon, above). Azon will gladly parley with the party 
  to be freed from his captivity. Break the seal and Azon will fight 
  the Gnome King (of course he is as likely to turn on the party 
  after defeating the Gnome King as not). He has no desire for 
  any of the treasure of the Gnome King except the Dagger of 
  Nim-Nis, (cuts bindings) the one weapon that controls Azon, 
  the weapon that carved the Sigil on the step that entraps him, 
  the weapon which can destroy the sigil and free Azon. 
   
  Azon believes he guards the Gnome King’s greatest treasure, so 
  he treats the item very casually. In fact, the item is the Gnome 
  King’s Phylactery, containing his immortality (see Appendix 
  - New Items). If he discovers the truth about the phylactery, he 
  will attempt to destroy it (not an easy task) and seek to be freed 
  from his prison. The Phylactery is a small rosewood box sitting 
  on a pedestal protected by a powerful protection from evil spell 
  (cast at 20th level by a dying paladin – a blessing from his god). 
   
  In combat, Azon uses a massive trident (The Trident of Azon 
  – See Appendix – New Items) for 2d8 hp of damage (+2 vs 
  good). Azon will eagerly engage in combat with any creature 
  that enters his cavern but if combat begins going poorly for him, 
  he will attempt to parley, offering anything he can to save his 
  own life. 
   
  Azon the Ravenous: hp 55 
   
   
   
   
   
   
   
   
   
   
   
  21. & 22. The Outer Dark 
  At the dashed line on the map begins an impenetrable darkness 
  – light and continual light have no effect, darkvision and the 
  like are useless in the Outer Dark.  
   
  A wish spell (or similar magic) will allow the effect of 
  darkvision, 5’ radius. At the entrance can be heard two distinct, 
  hushed voices. One is quietly sobbing, the other is quietly 
  muttering, though exactly what is being said, or even the 
  language spoken, is indecipherable (though magic may indicate 
  the language). Because of the peculiar acoustics in the Outer 
  Dark, it is impossible to discern which voice is coming from 
  which side.(they both echo all around the entrance to the cave).  
   
  In the right lobe of the cave (area 21) sits an ancient man, 
  muttering to himself in a language that no one has spoken in 
  three thousand years. His head is covered by a ragged grey cloth 
  and he holds a glass of water that he may never drink in his right 
  hand. If inspected, he is chained by his ankles to the stone by 
  what appears to be a thin golden chain. 
   
  In the left lobe of the cave (area 22) lays a young woman, 
  sobbing inconsolably. She wears a tattered red velvet dress and 
  is chained to the floor by what appears to be a thin golden chain.  
   
  The two figures will not resist being moved or led about. Their 
  chains are just long enough that they can almost reach one 
  another. In fact, if they are brought together, they will reach 
  toward each other frantically and be just out of reach from the 
  other’s grasp.  
   
  This is Goran (the druid, area 21) and Suranna (the sorceress, 
  area 22), lovers who betrayed the Gnome King centuries ago. 
  The Gnome King used powerful demonic magic to bind the pair 
  here to forever be able to hear one another, to sense one another, 
  but to never touch one another.  
   
  To further torment his captives, Goran has visibly continued to 
  age (he now appears 374) while Suranna has remained the age 
  she was when captured (29). 
   
   
   
  
  The Hall of the Gnome King                                                   i 
   
  18 
   
   
   
  If freed, Goran and Suranna will gladly help the PCs against the 
  Gnome King, however, they are reduced in hit points due to 
  their captivity and have no spells memorized. Neither is 
  particularly good in melee combat nor do they know the layout 
  of the Hall. If, somehow, they can rest long enough to gain 
  spells and hit points, they could become formidable allies. The 
  only way to release these lovers from their captivity (short of 
  two wishes) is to use the Dagger of Nim-Nis.  
   
  If the two are freed without a contingency spell cast upon them 
  (or a limited wish, full wish or some similar spell), they both 
  will physically age rapidly (within 20 seconds, both the druid 
  and the sorceress will advance to an actual 374 and 371 years 
  old, respectively). Roll for system shock. Even if they 
  physically survive, they will become insane, running (or, rather, 
  shuffling) in random directions, singing ancient love songs in 
  harmony. 
   
  Goran the Druid: HD D9; AC 9[10]; hp 9 (35); Atk staff (at 
  +1 for 1d6+1); Move 6 (injured); Special: spells (depleted until 
  out of the Hall of the Gnome King) 
   
  Suranna the Sorceress: HD M7; AC 9[10]; hp 4 (18); Atk fist 
  (1d2); Move 6 (injured); Special: spells (depleted until out of 
  the Hall of the Gnome King). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  23. Water Dungeon 
  All manner of prisoner is stacked here, dead. Twelve Long 
  Arms are carefully placing bodies in the water which is filled 
  with corpses in varying states of pickling. The water is saturated 
  with minerals that naturally pickles bodies in a way that the 
  Gnome King enjoys. In the center of the pool, with her head just 
  above water, is a live woman, chained to the bottom of the pool. 
  If she sees the party she will try to get their attention but will 
  not intentionally draw attention to them. She is, however, quite 
  mad by this point.  
   
  She is Abacan of the Estrival Order, a Mage (5th level – S 8 I 
  16 W 10 D 12 C 15 Ch 12 hp 1[16]) who got caught by the 
  Gnome King and dropped from The Great Fungus Court (12b). 
  She is being prepared as a special treat for the king, being 
  pickled alive. Abacan has no spells memorized, and in her 
  current madness it is uncertain that she could manage spell 
  casting again (of course she doesn’t know this – she recalls 
  being a mage of some power – and no small ego). If released, 
  Abacan will promise a great deal of help, but will be unable to 
  deliver much. Her equipment is in the Treasury (13 above). She 
  has a single hit point. If she remains here for one more day she 
  will die and become just another corpse in the pool. 
   
  Each Long Arm has seven gold covered copper coins in a small 
  pouch around its waist. These coins protect the Long Arms from 
  the effects of the minerals and from attacks from the Tyrant 
  Serpent (see area 16 The Three Pools for information on the 
  coins). If the PCs have more than seven each of the coins from 
  the Three Pools, the Tyrant Serpent (a seven-headed giant 
  serpent) will leap out of the water and attack, though they will 
  still be protected from the effects of the water. 
   
  If the PCs enter the water to release the mage, The 
  Tyrant Serpent will attack anyone not in 
  possession of the proper coins from the Three 
  Pools. In the brain of each head of the Tyrant 
  Serpent is a single large diamond (worth at least 
  2,500 gp each). 
   
  Tyrant Serpent: hp 51 (body: 16, 
  heads 5 each) 
   
   
   
  
                                                The Hall of the Gnome King 
   
  19 
   
   
   
  Tyrant Serpent 
  Unique Abilities 
   
   
  Roll 
  1d6 
  Special Ability 
  1 
  Each head can 
  breathe flammable 
  water (1d6 hp 
  damage, 2x/day) 
  2 
  Venomous bite 
  (lose 1 hp per hour 
  for 3d12 hours, 
  save for half) 
  3 
  Constrict (if a 
  natural 20 is rolled, 
  Serpent coils 
  around target for 
  1d6 hp damage and 
  -4 penalty to AC – 
  save each round to 
  escape) 
  4 
  Generate Illusions 
  (imitating items or 
  creatures nearby, 
  disguising itself – 
  illusions are 
  imperfect) 
  5 
  Immune to non-
  magical weapons 
  6 
  Radiates anti-
  magic field, 40’ 
  radius (no magic 
  items or spell 
  effects function 
  within radius) 
   
   
   
  Roll 
  1d6 
  Special 
  Weakness 
  1 
  Lethargic (attacks 
  last every round) 
  2 
  Fire does double 
  damage 
  3 
  Cold does double 
  damage 
  4 
  Arrogant (only one 
  head will attack at 
  a time, until only 
  three heads remain) 
  5 
  Weak Bite (damage 
  -2 against metal 
  armor) 
  6 
  Blind (heads attack 
  with a -2 penalty) 
   
  
  The Hall of the Gnome King                                                   i 
   
  20 
   
  Appendix - New Items 
   
  Ahsandar’s Chains of Discharge: These iron manacles appear 
  similar to the Gnome Kings Shackles (q.v.), but they are more 
  ornate, with roses and dragons inscribed on the manacles 
  themselves. The Chains were originally enchanted to control a 
  lightning demon, they can be used to control any creature who 
  has innate electrical abilities which can be fitted to the 
  manacles. The key for control is a small iron rose, which the 
  controller with which the controller must have direct contact in 
  order to control the wearer of the manacles, allowing the bearer 
  of the rose to control every action of the wearer of the manacles. 
   
  The Armor of St. Parian: This chain mail is +2 chain. In 
  addition, it confers the following benefits to the wearer: it glows 
  pale blue when within 50’ of undead, it offers protection from 
  undead (as per the potion) 3x/day, gives the wearer a save vs. 
  spells when hit by a level draining undead (or an additional save 
  if a save is permitted). One drawback to the armor is that undead 
  recognize the armor as having been imbued with the power of 
  St. Parian and will attack the wearer of this armor first, ignoring 
  every other potential target. 
   
  The Dagger of Nim-Nis (Azon the Ravenous): This 
  ceremonial dagger has a long, dull blade and a gem encrusted 
  hilt. It detects as magical. The Dagger of Nim-Nis is enchanted 
  in such a way that it can cut any bond, magical or mundane, that 
  entraps a being. The dagger is especially useful for denizens of 
  the lower planes to destroy circles of protection and the like, 
  and is thus greatly desired by such beings. In game terms, the 
  Dagger of Nim-Nis can be used against symbols, circles, web 
  spells, ropes (magical or otherwise), wires, cables, spider’s 
  webs, etc. Virtually any bond that entraps. It does not function 
  against locks, bars, etc. – only bonds that entangle (physically 
  or magically). 
   
  Dust of Binding: Dust of Binding has a number of arcane 
  applications, but the most common is in binding creatures of the 
  lower planes. Circles and symbols made with Dust of Binding 
  cannot be erased by any natural means. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Five Urns of Commuting Blessing: These urns are unadorned, 
  about 4 feet high, made of heavy clay. Four of the urns are 
  unstoppered, the fifth, in the center, has a large, brass stopper 
  sealing it. If detected, they radiate a faint magic. The urns are 
  always arrayed this way (four unstoppered urns surrounding a 
  single stoppered urn). 
   
  Their intrinsic value is low (maybe 20 gp each for the four and 
  50 gp for the center urn). However, when properly arranged and 
  sanctified, they become Urns of Commuting Blessing. 
  Beginning at the left and moving clockwise, each urn must have 
  something of increasing value placed in it before the final, 
  center urn is unstoppered. For example, from left to right, a 
  copper piece, a silver piece, a gold piece and then a gemstone, 
  then the center urn is unstoppered.  
   
  If the proper procedure is followed, when the center urn is 
  opened, a bluish smoke will fill the area for 5 rounds. Anyone 
  who breathes the smoke for at least 2 rounds will receive a 
  bonus of 2 or 10% on all rolls for the next two hours (the 
  “commuted blessing”). The magic of the blessing “consumes” 
  the items in the jars (that is, they disappear).  
   
  If the proper procedure is not followed, when the center urn is 
  unstoppered, the room will fill with green smoke, and an angry 
  Djinn will attack the party. As a magic item, the Five Urns of 
  Commuting Blessing are worth about 5,000 gp. 
   
  Gnome King’s Shackles: These magical chains protect the 
  wearer from the effects of electricity. The bearer is immune to 
  all electrical attacks, regardless of the source. The only 
  requirement is that the chain/manacle must be in direct contact 
  with the creature to receive the protection (if carried in a pouch 
  or worn over clothing they do not confer the benefits of the 
  protection). 
   
   
   
  
                                                The Hall of the Gnome King 
   
  21 
   
  Misha’s Ring of Hope: This simple gold ring is inscribed with 
  runes and intricate knotwork. Once per day the ring enables the 
  wearer to heal him or herself of up to 10 points of death-dealing 
  damage. When the wearer receives damage that brings him/her 
  below 0 hit points, the ring will heal the wearer to 1 hit point as 
  many times as there is magic still charged in the ring for the day 
  (that is, a PC reduced to -3 hp is healed 4 hp, then the next round 
  is reduced to -4hp, so is healed 5 hp, a total of 9 used so far, so 
  if the PC takes damage that reduces him below 0 one more time, 
  the ring will expend all of its magic, but not be able to bring the 
  PC back a third time). This ability will only function three times 
  for any individual. 
   
  Phylactery of the Gnome King: The Phylactery of the Gnome 
  King appears to be a simple rosewood box with roses and doves 
  carved into the sides and the top. Inside, the box is lined with 
  red velvet and on the velvet is a polished 4” black stone. The 
  stone seems ordinary and does not detect as magical. If true 
  seeing is used on the stone, however, a “spirit aura” will be seen 
  around the stone. The Gnome King has infused the stone with 
  his immortality. If the stone is ever destroyed, when the Gnome 
  King is killed his soul goes to the Nether Realms to be 
  tormented forever.  
   
  A powerful protection from evil spell has been cast on the 
  Phylactery (at 20th level) when a Paladin who was captured by 
  the Gnome King escaped his torment and tried to destroy the 
  Gnome King but was intercepted and killed by the Gnome 
  King’s minions. With his dying breath, the Paladin called on the 
  power of his god to keep the Gnome King’s greatest treasure 
  out of his hands, thus the powerful protection spell.  Azon the 
  Ravenous knows that the treasure in the box is important to the 
  Gnome King, but he cannot touch the box and he does not 
  realize the true nature of the contents or he would take 
  considerable pains to destroy the stone himself. 
   
  Shatterblade (shortsword): Shatterblade is a shortsword +1. 
  When a natural 20 is rolled on an attack, Shatterblade shatters 
  its opponent’s weapon – whether magical or mundane (swords, 
  daggers, even shields) or natural (claws, fangs, etc). 
   
   
   
   
   
   
   
   
   
   
   
  The Staff of Anath: Created by Anath, famous apprentice of 
  the Archmage Damoric, this 8’ long staff is polished Greatoak 
  wood, hardened and intricately carved with twisted human and 
  demonic faces. Anath was a demon hunter and as a melee 
  weapon the staff is +2 to hit, +4 to damage vs. beings of the 
  lower planes doing 3d6 hp damage.  
   
  In addition, the staff can shoot a bolt of lightning up to 100’ at 
  a command doing 3d8 points of damage. After this power has 
  been used 10 times, the staff must be planted in the ground and 
  recharged by two lightning strikes (natural or summoned by 
  spell).  
   
  The staff can only be expend 10 charges in any 24 hour period, 
  needing to recharge and then “rest” for a time before being used 
  again. Using it again within the same 24 hour period will result 
  in a 10% cumulative chance per use of the staff exploding on 
  use, expending all the remaining energy on the wielder and 
  destroying the staff (that is, if used twice and on then on the 
  third use it explodes, it does 21d8 electrical damage to the 
  wielder).   
   
  The Stone Ax of the Gnome King: This is an extremely heavy 
  battle axe +3 made out of granite. The haft and head appear to 
  be carved from a single flawless piece of grey stone, carved in 
  the likeness of a great eagle, the spread wings being the blades 
  of the axe and the body, elongated to be the haft. A large (2,500 
  gp) ruby is set in the beak of the eagle’s head.  
   
  Because of the weight, only a being with an 18 or better strength 
  can wield the Stone Ax. In addition to its magical bonuses, the 
  axe confers stone-sight - the ability to see through stone 
  [10’/level of wielder] 3x/day. 
   
  Talisman of Day and Night: The Talisman of Day and Night 
  is a silver medallion (a sun and moon design, intrinsic value 200 
  gp). It will radiate both good and evil magic if detected. The 
  talisman is only usable by neutral clerics. When a command 
  word is spoken, the cleric can command either a single good or 
  a single evil creature (per the Magic User Spell Geas for effect, 
  duration and save). The Talisman must be used alternatingly 
  against good and evil (that is, it will not function twice in a row 
  against either aligned creature). The Talisman is useless against 
  Neutrals.  
   
  Trident of Azon: This 10’ long magical weapon is +1 to hit. +2 
  to damage (vs good), it is usable only by evil creatures. The 
  massive trident does 2-12 points of damage on a successful hit 
  (+2 vs good), and can do 5d4 (5-20) hp additional electrical 
  damage 3x/day. Non evil creatures who touch the Trident of 
  Azon take a full 20 points of electrical damage per round of 
  holding the weapon. 
   
  
  The Hall of the Gnome King                                                   i 
   
  22 
   
  Appendix – New Spells 
   
  Cause Madness (Illusion/Phantasm) 
  Level: 4      
  Components: V, S, M     
  Range: 0      
  Casting Time: 4 segments     
  Duration: Special      
  Saving Throw: Neg.     
  Area of Effect: 8" long cone, 4" diameter at end, ½'' at base 
   
  When a Cause Madness spell is cast, the caster sends forth 
  an invisible ray which causes creatures within the area of 
  effect to become afflicted with a random insanity (d4: 
  delusional insanity, hallucinatory insanity, paranoia, or 
  homicidal mania). The insanity lasts for the number of turns 
  equal to the caster’s level. Those who make their saving 
  throw vs. spells are unaffected. The material component for 
  this spell is a jester’s bell. 
   
   
   
  Gloom (Alteration) 
  Level: 2       
  Components: V, M      
  Range: 1"/level       
  Casting Time: 2 segments      
  Duration: 2 turns + 2 rounds /level       
  Saving Throw: None      
  Area of Effect: 4” radius globe 
   
  Gloom is similar to darkness, but half as powerful (though 
  twice the duration and area of effect). Normal sight, normal 
  and magical lighting, infravision, darkvision, ultravision 
  and the like function at half strength in Gloom. A light spell 
  does not negate a Gloom spell but functions at half strength. 
  The material component for this spell is a pinch of coal 
  dust. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
                                                The Hall of the Gnome King 
   
  23 
   
   
   
   
   
  THE 
  HALL OF THE 
  GNOME KING 
   
  
  The Hall of the Gnome King                                                   i 
   
  24 
   
  Creature 
  Statistics 
  Asheras 
  Asheras: HD 4; AC 7[12]; Atk cleaver (1d4) butcher knife (1d4+1); Move 12; Save 15; XP/CL 4/120; 
  Special: Thieving Abilities. 
  Bird Men 
  Birdmen: HD 1 to 4; AC 6[13]; Atk 2 claws (1d3) and beak (1d4) or by weapon (1d8); Move 12 (Fly 
  18); Save 17; CL/XP 2/30; Special: Fly. 
  Chitterer 
  Chitterer: HD: 4+2; AC 0[19]; Atk 2 fists (1d12/1d12); Move 9; Save 13; CL/XP 7/600; Special: 
  None. 
  Demon, Azon 
  the Ravenous 
  Azon the Ravenous: HD 9; AC -2[21]; Atk 2 claws (1d4), bite (2d8) or Trident (2-12+1/+2 vs. good); 
  Move 9/12 (fly); Save 4; CL/XP 11/1700; Special: Fly, spell-like abilities; trident. 
  Demon, 
  Watcher 
  Watcher Demon: HD 5; AC 2[17]; ATK two swords (1d8/1d8), bite (1d6+poison); Move 12; Save 
  12; CL/XP6/400; Special: Poison bite, spell like abilities. 
  Djinn 
  Djinn: HD 7+3; AC 4[15]; Atk Fist (1d10+1) or weapon (at +1); Move 9/24 (fly); CL/XP 9/1100; 
  Special: Fly, illusion, gaseous form, invisibility, wish granting. 
  Fungus Men 
  Fungus Man: HD 5; AC 4 [15]; Atk 2 slams (2d4/2d4); Move 6; Save 12; CL/XP 5/240; Special: 
  Resists electricity, spores, immune to charm 
  Gnome King 
  Gnome King: HD 6+6; AC -1[20]; Atk Stone Ax (1d12+5) or 2 claws (1d2+5/1d2+5) bite (1-8); 
  CL/XP 6/400; Special: spell-like effects. 
  Goblins,  
  Goblin-Kin 
  Goblin: HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to 
  hit in sunlight. 
  Hairy Man 
  Hairy Man: HD 6; AC 3[16]; Atk 1 (1d) or electric shock; Move 15; Save 14; CL/XP 6/400; Special: 
  Electric Attack 
  Hell Hound 
  Hell Hound (4/5/6/7 HD): HD 4, 5, 6,7; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; CL/XP 5/240, 
  6/400, 7/600, 8/800; Special: Breathe fire (8hp, 10hp, 12,hp, 14hp). 
  Long Arm 
  Longarm: HD 4+1; AC 5[14]; Atk 1 (fist 1d10 or weapon); Move 9; Save 13; CL/XP 7/600; Special: 
  Illusion Abilities. 
  Nymph,  
  Fey-Kin 
  Nymph: HD 3; AC 9 [10]; Atk none; Move 12; Save 14; CL/XP 5/240; Special: Radiance charm, 
  sight can cause blindness or death. 
  Scorned 
  Brethren 
  Scorned Brethren: HD 1-3 hp; AC 7[12]; Atk spear (1d4) or atlatl (1d3); Move 15; Save 18; CL/XP 
  1/10; Special: Hiding, detecting. 
  Shadow 
  Creeper 
  Shadow Creeper: HD 2; AC 0[19]; Atk shortsword (1d6); Move 9; Save 16; CL/XP 3/60; Special 
  Detect Magic, Darkness, Thief Abilities. 
  Snuffler 
  Snuffler: HD 4+4; AC 4[15]; Atk 2 claws (1d4/1d4) + bite (1d8); Move 12; Save 16; CL/XP 5/240; 
  Special: Dispel magic touch. 
  Tentacled 
  Horror 
  Tentacled Horror: HD 5; AC 4[15]; Atk tentacle (1d6 each); Move 3 (anchored) 12 (hovering); CL/XP 
  5/240; Special: bind with tentacle 
  Tyrant 
  Serpent 
  Tyrant Serpent: HD 10 (body 3, each head 1); hp body 15, each head 6; AC 5[14]; Atk 7 bites at +3 
  (1d8 each); Move 9; CL/XP 10/1400; Special: Slow regeneration 
   
   
  Encounter Reactions 
  No encounter is an “automatic attack” unless the text 
  specifically states such. For reactions, generally use the 
  following table for an initial reaction and then roleplay 
  what comes next based on the party’s actions. The roll 
  can be modified by a Character’s Charisma score if 
  appropriate. 
   
   
   
   
   
   
   
   
   
   
   
  Roll 
  1d20 
  Reaction 
  1 
  or 
  less 
  Violently hostile: will likely attack unless 
  somehow restrained 
  2-5 
  Hostile: will take immediate hostile action, but 
  will not necessarily attack (draw weapons, 
  threaten, roar, beat chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (shaking 
  hands, bowing head, purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
   
   
  
                                                The Hall of the Gnome King 
   
  25 
   
   
   
   
   
  Roll 
  1d8 
   
  Ideas to complicate things on the way to the Gnome King’s Hall… 
  1. 
  The sky turns yellow and it begins to hail. Anyone caught outside unprotected will be battered for 1d12 rounds, taking 1d2 
  hp of damage per round if unarmored and 1d2 hp per round if armored and fail a save each round (otherwise, armor protects 
  from damage). 
  2. 
  A random character drops a random item. Roll d20 each subsequent round, adding a cumulative 1 to each roll. When the 
  modified d20 roll is equal to the character’s Wisdom score, he or she realizes that something has been lost. If you want to 
  further complicate things, have the lost item now in the hands of a faerie (sprite, leprechaun, fairy, etc.). 
  3. 
  Passing through some kind of opening (a cave entrance, interlaced tree boughs, the door of the Store, etc.), two random PCs 
  swap Attribute Scores. They remain in this state until: 1. A sacrifice is made to the Fay, 2. A great offering is given to the 
  church, 3. Remove curse of at least 8th level is cast, 4. They each cut a hand and clasp bloody hands declaring them to be 
  “blood kin”, 5. The next full moon, 6. One of them loses a point of an attribute score to an undead being. 
  4. 
  An encounter begins with the being encountered (roll on wandering monster table) pointing at a random PC and shouting 
  (in whatever language the encountered being speaks), 1. Daddy/Mommy!, 2. I remember you!, 3. Where is the gold you 
  promised me?, 4. Don’t kill me, I have found the True Path to Right Living!, 5. What time does the hangman come for you? 
  6. Why does it always have to be YOU? 
  5. 
  A distant groaning sound from far above becomes a screaming cow which crashes right where the party is standing, Dexterity 
  check to avoid being hit by the cow (for 2d6 hp damage), saving throw to avoid being hit by splattered cow debris (for 1d4-
  1 hp damage). 
  6. 
  A tiny light begins following a random PC. If ignored, it will bump up against the PCs face, neck, arm, etc. repeatedly until 
  swatted at (which will anger it) or addressed directly (which will soothe it). If angered, it will seem to disappear but still 
  follow the PC, growing super bright at the most inopportune moment. If soothed, it will follow the PC and, as long as it is 
  spoken to somewhat regularly, respond to requests (like “go dark” or “brighten, please”). The light will follow for 1d6 days. 
  7. 
  A ghostly chessboard, set to begin, floats up from the ground. Anyone who moves a ghostly piece plays a game of chess 
  against death. If he or she loses, their life is forfeit and their body and soul are dragged off to the Outer Darkness. If he or 
  she wins, death grants the PC a single opportunity to “cheat death” (a free resurrection). 
  8. 
  A swarm of small insects (bees, wasps, butterflies, etc.) circle the party for 4 rounds. If unmolested, the insects will go ahead 
  of the party for 1d10 turns, rooting out any predators or monsters that lie in their path (that is, they negate any encounters 
  during that time by chasing the encountered creature away). If swatted at or other aggressive action is taken toward them, 
  they fly high in the air and swoop down to incite encounters (chances for encounters are now doubled) for 1d6 hours. 
  Roll 
  1d8 
   
  Random Encounter on the way to the Gnome King’s Hall 
  1. 
  1d8 Goblins and 1 Hobgoblin – a delegation from the Godking of the Goblins in the Chantry bearing a small 
  golden idol (worth 120 gp in gold) allegedly cast in the Gnome King’s image (actually the face of Azon the 
  Ravenous, if presented to the Gnome King, he will fly into a rage and order the bearers of the idol executed). 
  2. 
  1d6 Long Arms with 2 leashed Snufflers – a raiding party sent out by the Gnome King searching for slaves and 
  magical items that they can take to their king’s treasury. 50% chance that they will be in an illusory disguise (1. 
  Jugglers and tigers, 2. Goblins leading chained rust monsters, 3. Anthropomorphic Gorillas leading chained 
  chimpanzees, 4. Dragon men leading chained hellhounds). The snufflers can smell magic items within 20’ radius 
  and will act like hyper dogs when near magic items. 
  3. 
  1d4+2 Long Arms are searching for an escaped Chitterer. They have disguised themselves as monks from St. 
  Albaran’s monastery, though they don’t know how to “talk the talk,” and will be easily betrayed by their vulgar 
  mannerisms.  
  4. 
  A lone Chitterer which has wandered away from the Gnome King’s Hall. It is frightened and confused, but 
  cannot communicate in any meaningful way, simply hissing its alien language.  
  5. 
  1d3+2 Goblins, battered and miserable (2 hp each), are fleeing from the Gnome King’s Hall. They have no 
  interest in fighting, but will defend themselves if necessary. They want food and weapons and, if helped, they 
  will happily leave without conflict. If helped, the goblins will be captured by Long Arms shortly after leaving 
  the party, who the captured goblins will happily rat out. If killed, Long Arms will discover the bodies within 
  1d3 days and track the party provided a storm has not come through the area in the interim.  
  6. 
  4 Long Arms are pushing a cart filled with mundane supplies (food, cloth, perhaps a few body parts). They will 
  trade the cart full of supplies for their lives if given an opportunity. But they will then go immediately to the 
  Gnome King to report the “theft” of the supplies and the mortals who waylaid them. 
  7. 
  3d4 Wolves circle, growling, baring teeth. They are starving and looking for food. If some relatively fresh meat 
  is dropped, they will fight over it and ignore the party. Otherwise, they will try to isolate one of the PCs to drag 
  down and haul off. 
  8. 
  4 Goblins and 2 Hobgoblins are dragging a cart with a large cage in the back in which is a hellhound, an offering 
  from the King Under the Water to the Gnome King. If threatened, the Goblins will attempt to release the Hell 
  Hound and flee. The Hobgoblins will try to defend the Hell Hound and will fight to the death. 
  
  The Hall of the Gnome King                                                   i 
   
  26 
   
   
  License 
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  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 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 
  Matthew J. Finch 
   
  END OF LICENSE 
   
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  trademarks of Matthew J. Finch.” Rosetrhone Publishing is not affiliated with 
  Matthew J. Finch or Mythmere Games™. 
   
  Copyright 2018 Rosethrone Publishing, WR Beatty. 
   
  PRODUCT IDENTITY 
  Rosethrone Publishing, the World of Daen Ral and the logos associated with 
  the same are Product Identity. 
   
  The specific wording of the text of this work is Product Identity in its entirety, 
  including the text of spell descriptions and monster descriptions, excluding any 
  language derived from the S&W core rules. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On the eastern face of a low mountain 
  is a forgotten door. Few of the locals 
  know about this place, and those few 
  who do know this place shun it for 
  being haunted by evil creatures.  
   
  Occasionally some weary traveler will 
  find his way to the door, seeking 
  shelter from a storm or wolves or some 
  other danger. 
   
  Those people always disappear. 
   
  The Hall of the Gnome King is a small 
  dungeon adventure located in the 
  central part of the Northern Tier 
  Hexcrawl, which is a small region of 
  the Rosewood Highlands. 
   
  Who is the Gnome King? What does 
  he want? What is he hiding? Who 
  could escape the clutches of his evil 
  plans? Surely there are great treasures 
  and sinister plans waiting in the depths 
  of the Gnome King’s Hall. 
   
  The Hall of the Gnome King is a 
  Highlands Location, for use with 
  Swords & Wizards in the Highlands, a 
  rules variant. 
  The Hall of the Gnome King 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands The Hall of the Gnome King (SW).pdf