TEXT: L.
  :E-
  STATISTICS
  EON
  LEVE
  Egam,
  I
  1v
  ,
  MAPS
  FIVE DUNG
  3....
  BRIGANDSSTRONGHOLD
  HISTORY
  ‘i
  EIERJEEEEHE
  ~
  ....
  EEEE!
  E31?
  - 593.5;
  “I.
  E"
  ' 1.1% _.__,;.i§:-s
  I:
  I
  E
  ..U.__.u..r.r.rl
  ta...
  .5.- .rl.l
  r
  '
  HERE
  E‘dli‘rﬁﬂr
  m
  u.
  .H.
  m
  M
  M
  1...
  41a:
  oa.n'u:AaMJ.-hu.n 4%.
  f
  I
  imiﬂﬁvmt.
  nﬁﬁw‘ﬁER
  :
  NEH-n
  U
  .
  EEEREEL- ...:a+I:E ,.
  ER; 33. {Egg
  RJEER'EI'
  EaREEREE
  
  Forward
  This is the seventh issue of our Judges Guildmember sub-
  scription.
  Our fantasy game aids our designed as scenarios
  for active fantasy campaigns, especially those in play with
  Dungeons
  & Dragons by TSR.
  In providing alternate scenarios
  and guidelines,
  we can help to bring a campaign to life,
  using characters, history and legends.
  Our aids can save
  prospective referees much time in drawing in the detail of
  a fantasy world.
  However,
  we expect that each referee will alter,
  expand and
  illuminate areas that they wish.
  Likewise, deleting,
  shrink—
  ing,
  and modifying areas of your choice is desirable in per-
  sonalizing this area for your campaign.
  It is important for
  you to add or delete any treasures that are appropiate to
  your campaign flavor.
  Likewise the mix of monsters might be
  modified to suit your world mythos.
  To be sure, Fortress Badabaskor is
  a powerful dungeon with
  many different strong factions.
  Therefore, it is worthwhile
  for the referee to note that the 'ferocity' is quite compress-
  ed in a dungeon as this with five levels.
  Higher level
  char—
  acters will find it a challenge; whereas,
  low level characters
  may venture in,
  as
  a part of
  a 'quest',
  and hopefully divinely
  reinforced with a strong magic weapon or so- even if temporary!
  Good adventuring!
  -Bill Owen
  .5; Bob Bledsaw
  Concepted by MarcSummerlott
  Designed by Mike Petrowsky, Craig Fogel, Bob Bledsaw,
  Mark Summerlott, Bill Owen, and Tony Floren
  Graphics by Bill Davis, Bill Owen,
  Mark Holmer and Bob Bledsaw
  Art by Pixie Bledsaw
  Cover Art by Robert Bledsaw Jr.
  Copyright © 1981 by Judges Guild. Incorporated. R. R. 8. Box 9. 1221 N.
  Sunnyside Road. Decatur. Illinois
  62522. All rights reserved. This book is
  an adventure designed and officially approved for use with Dungeons &
  Dragons tm by Tactical Studies Rules. lnc.. Lake Geneva. Wiscbnsin. The
  contents of this book may need to be changed by the individual Judge to
  suit the campaign he or she moderates. No similarity between any of the
  names of characters. persons. and/or institutions in this'publication with
  those of any living or dead person or institution is intended, and any such
  similarity which may exist
  is purely coincidental. Printed in the United
  States of America.
  
  Table of Contents
  Page
  5
  67
  ll
  12
  14
  18
  20
  25
  30
  Background on Fortress Badabaskor,
  History of the
  Angallian Prophecies
  Angall of the Perpetual Void
  Five Mile Hex area of Fortress Badabaskor
  (scale:
  .2 mile per small hex)
  Village of Badabaskor descriptions
  Two Tenths Mile Hex area of Fortress Badabaskor
  (scale:
  42 feet per small hex)
  Pits
  & Traps;
  Cross Section of Dungeons of Bada-
  baskor
  Dungeon Level One
  Dungeon Level Two
  Dungeon Level Three
  Dungeon Level Four
  Dungeon Level Five
  Alternate Dungeon Descriptions
  BBREVIATIONS
  that are comnonly used by our authors
  .~ SL- Social Level (status as in the Guide to the City State)
  ' HTK- Hits to Kill
  (damage points able to sustain before
  killed; hit points; accumulative hits)
  LVL- Experience Level (fighting level)
  HD— Hit Dice (which roughly relates to experience level)
  HP— Hit Probability bonus to hit (if plus number stated)
  NA- Number Appearing (number of monsters encountered)
  FEM- Female character
  FTR- Fighter class
  MU- Magic user class
  CL- Cleric class
  TH- Thief class (lst mentioned in Greyhawk, page 4)
  IL— Illusionist class (lst mentioned in Strategic Review.
  Vol I, #4, page 5)
  BA- Bard class (lst mentioned in Strategic Review, Vol II,
  #1. page 11)
  RGR- Ranger class (lst mentioned in Strategic Review. Vol I,
  #l,'page 4)
  Druid (lst mentioned in Greyhawk, page 35 & Eldritch
  Wizardry, pa e 4)
  MNK- Monk class ?lst_mentioned in Blackmoor)
  DR
  56- Sage class (lst mentioned in Blackmoor)
  Et- Experience Points.
  HPN- weapon.
  r- Melee Round.
  t- Turn.
  PROB- Probability of occurence.
  5- Strength.
  1- Intelligence.
  H- Wisdom.
  CON- Constitution.
  DEX- Dex-
  terity.
  CHAR- Charisma.‘ PSY- Psyonic Ability (from Eldritch
  Wizardry.
  AC- Armor Class.
  @- each.
  ALIGN- Alignment.
  HO_%- House Odds, GAM- Gambling Skill characteristic (both
  explained in Guide to the City State). CE- Chaotic-Evil, LG-
  Lawful-Good (& combinations'thereof), N- Neutral. HALFL-
  Haflings.
  PP- Platinum Pieces.
  EP- Electrum Pieces.
  GP-
  Gold Pieces.
  CP— Copper Pieces.
  SP- Silver Pieces.
  NPC-
  Non Played Character.
  ST- Saving Throw.
  
  Ar
  f..A
  “
  “J;
  “I‘
  '1.
  -_¢ ‘1';
  ‘H'
  4. L ':"_
  .I_
  _
  .
  .‘
  I
  l.'
  I..
  .
  A
  ‘.-
  .‘
  _
  5—
  91.
  ~,.5-.IJ.
  -.$-9I.'u-x-.4it-v
  '1-
  Fotmwss
  BAMBASMR
  In the year 2611
  BCCC Emperor Brastagoth and his host came upon a lone mountain so situated that it
  could survey the land for many leagues around.
  It was here that he chose to build a fortress to
  protect his people that settled in the area.
  With the end of the rainy season, five thousand work-
  ers and two thousand troops began construction of Fortress Badabaskor.
  The fortress was built with
  one side protected by an overhanging cliff of granite.
  The walls of the fortress do not cover a
  large area because they were built to protect a people that were grouped in scattered villages and
  farms.
  The fortress can protect up to five hundred civilians for short periods of time in emergen—
  cies.
  The fortress'
  main value is not in it's size but that the cliffs behind have been dug out and
  great chambers can provide shelter for many men.
  During the construction of these chambers, the den
  of a very old red dragon was unearthed.
  This dragon proved to be a great menace, killing scores of
  workers, before being sealed up in his lair once more.
  I
  ‘-‘
  '
  ”'1'.‘
  .
  1"m-J“
  .' ‘h-nr"-
  t- I‘J‘..".‘..li°’11":.‘..'A-"1;’-."ﬁ- an
  wz'- .-- n.
  -. .t- n.
  -_ .o- u'
  While the Empire was in it's decline, followers of the god Angall attempted to storm the fortress.
  The defenders fought back repeated assaults before being starved into submission by the long seige.
  The followers of Angall made several additions to the tunnel system, constructing an underground
  temple and many other large chambers.
  After many years, the followers of Angall permitted the defenses of Badabaskor to fall in disrepair
  and this resulted in the fall of the fortress.
  In the year 4412
  BCCC Tinstag One Eye and his band of
  highwaymen slipped over the walls at night, opened the main gate, and fell on the sleeping followers
  like savage beserkers.
  The bandits rapidly cleared the first two levels of all the clergy of Angsll.
  The clearing stopped, however, when Tinstag was killed by the Evil High Priest who was in turn slain
  by
  Tinstag's son, Cragen.
  Cragen has done a profitable business raiding, robbing, and looting from his rebuilt fortress for the
  past twenty years.
  He has imprisoned the followers of Angall in the lower chambers with magical rune
  devices on the walls of the stairwells.
  Time after time, Cragen has sought a way to clear the lower
  chambers without sucess.
  HISTORY
  OF THE ANGALLIAN PROPHESIES
  The religion founded on the teachings of the god Angall has existed since the days of the Empire of
  Glorious Doomfire.
  Shortly after being founded, it was outlawed by the Emperor because of the evil
  the religion propagated.
  Being outlawed only delayed the religion's spreading for a short while.
  Many of the followers were of wealthy and powerful classes which were lured by the orgiastic rites.
  In the following years,
  the religion became more of a menace and the followers took fortresses and
  raided farms, hamlets, and villages.
  Several attempts were made to assasinate the Emperor as the
  claws of Angall grasped for ever higher prey.
  The worhippers of Angall then enlisted the aid of
  the northern barbarian tribes to draw off the empirial punitive forces and the diversion was quite
  sucessful for fifty years.
  The empire gradually withdrew it's frontier borders.
  The worshippers
  went on the offensive when the empire became greatly weakened by civil wars.
  They strove with the
  empire another fifty years until the Battle of Frastikar Marsh.
  The utter defeat of the empire's
  mercenary force permitted the Angallians'
  leaders to turn their attention toward consolidation and
  division of spoils.
  The Empire lasted for another
  167 years until it's fall but the damage done to
  it by the religion it spawn was to be a mortal wound.
  The religion grew like a cancer after the collapse and soon all of the land had fallen under it's
  curse.
  The religion was a dark cloud of power eclipeing adjacent lands for the next two hundred
  years.
  At it's zenith, the religion began to splinter and break apart into factions.
  The basic
  principles were chaotic in nature and as the followers gained more time for worship they became
  still more chaotic.
  At the present, only pockets are located across the north lands and these are
  centered near old strongholds.
  One of these strongholds was the mountain fortress of Badabaskor.
  It had served as a base for warring against the Empire, then as a center of power for ruling the
  local areas,
  and now as a base for thieves, knaves, bandits, and highwaymen, Fortress Badabaskor is
  feared by merchants and peasant farmers for hundreds of miles around.
  f
  'l‘
  5-".
  .
  v--.
  r
  .
  ‘
  '.
  -
  .
  _
  -
  _
  _
  .
  .
  '
  v
  _
  .
  .
  v
  -_
  .
  .
  ,
  -
  .
  ""'.
  I
  '0' f.
  s al-to f:‘.. a rep 7:1 3
  '9. '
  . -".-'
  .
  'f-
  '-
  'f- ".
  .
  ".
  '.
  ' ‘79- "
  T'
  Li!’ﬁ1""“‘f-'
  U I’:-*'
  u 0'.-"
  t;.
  "f7“;
  :10
  ‘-
  .
  “no
  -I
  J.
  ‘
  .‘
  reﬁll
  “1
  1‘
  1 "It!
  '.'
  o
  5"”.
  9. a...
  ‘
  1
  tr.
  J.
  7"
  1"
  .
  1
  .7."
  .n
  "1“
  ,.-.;-'
  'lo
  .-
  ”7|,
  4
  .
  "Q-
  1")
  .
  _
  .-
  n'
  '_v
  bl!"
  ."
  in
  H!
  Ti
  . -'
  
  a
  '
  I
  ‘I
  -
  ..
  '
  N
  .'
  J
  -‘
  d
  -
  \
  I.
  '
  _~
  ,~
  -
  1
  .
  c.
  -. .. :
  .
  .
  "PM .1 ’r-.W¢:M a.
  ,d
  w
  ‘1
  V ‘
  ”I"
  ‘
  v
  '--—
  .
  ..
  .
  Qua-H.
  '-.»'
  ANGALL OF THE PERPETUAL VOID
  Hits to Kill
  150
  Magic
  None
  Armor Class
  -0
  Moves
  12” Per Turn
  Fights As
  15th Level Fighter
  Flies
  48“ Per Turn
  Weapons -
  Two +1 Swords 8 Two +1 Maces
  Alignment
  Lawful Evil
  Centuries ago, Angall
  was an evil
  and very powerful
  magic user of considerable lust and greed.
  In his constant quest for
  power unlimited,
  he invoked the dark spirits of an alternate universe to do his bidding.
  As wealth, power, servants, and
  slaves accumulated, Angall
  became ever more perverse and little suspected that he was falling prey to the very spirits
  that he commanded.
  After several
  decades when his powers
  seemed to reach a new zenith, Angall
  was confronted by Zanaaphic
  the All-King of the Spirit Universe.
  A battle took place that almost destroyed the peninsula, opening fissures and rifts
  in the countryside surrounding Angall‘s fastness beneath the peaks of the north.
  Zanaaphic was defeated at the end of the
  six day battle.
  In winning the struggle however, Angall lost his humanity and underwent a change which has endured until
  this day.
  He was stripped of his considerable psyonic and spell casting abilities...neither of which can now affect him.
  He stands eleven feet tall
  and his altered body is covered with thick dragon-like scale and scar tissue.
  Sprouting from
  his back are large bat-like wings that enable him to fly rapidly although hovering is impossible.
  Angel]
  has four huge
  arms which permits him to strike four times per combat round.
  In his right hands,
  he wields two large swords which can
  do 1-20 pips of damage per strike and in his left hands,
  he wields two maces which can do 2-16 pips of damage per strike.
  Angall believes himself a god and demands regular sacrifices and rites of supplication.
  In fact,
  he is an insane egotist
  of malicious and evil disposition.
  The condition has not impaired his considerable intellect and malevolent cunning.
  
  Area Mapped
  r, Ill. 62525
  CAMPAIGN HEXAGON SYSTEM BOOKLET
  Judges Guild, Box 773, Decatu
  ﬁ
  £3333.»3?2333§3§33.
  :EEEEU
  .TE%@;3353%
  333}:
  to
  3333?.
  00000
  «mummmmmmm
  a
  1ii?~_ﬁ.,
  «”3”»
  a.»
  $§§€.m§§$?
  
  VILLAGE
  OF
  BADABASKOR
  Numbered buildings on the village map are keyed to descriptions below.
  1
  Cragen's
  Home
  The Duke's home is a low single story building filled with garish furnishings.
  His rotund
  ponderously fat wife, Laella, is very loud mouthed.
  She runs Cragen and the servants ragged trying to make the place seem
  high class.
  The halfling servants; Fosto, Posto, and Rosto;
  AC 9,
  HD 1,
  HTK 3-2-2; are visibly shaken every time Laella
  begins one of her tirades.
  Laella's favorite dish simmers all
  day long filling the area around the house with a gagging
  vapours which are only exceeded in strength by her perfume.
  A two-handed sword with a gem-studded pommel
  ( worth 942 GP
  )
  hangs above the fireplace.
  Laella's nose-ring is mounted with amber stones
  ( worth 315 GP
  ) and she wears a long silver
  belt ( worth 2790 SP ).
  A small trunk containing 610 CP. 46 SP, and a poison coated dagger ( Class 4 ).
  Cragen's personal
  war banner is leaning in the northwest corner.
  2
  Inner Guards' Barracks
  CLASS
  ALIGN
  LVL
  HTK
  AC
  SL
  5
  I
  H
  CON
  DEX
  CHAR
  WEAPON
  Captain Branger
  FTR
  N
  8
  37
  2
  5
  17
  9
  8
  8
  12
  13
  +1 Sword
  Granger worked for the Duke's father and is a very loyal follower.
  He is in charge of the most trusted of Cragen's soldiers.
  He commands 40 light foot spearmen, 22 light foot longbow, 30 heavy foot spearmen, 25 armored foot swordsman, and 60 light
  foot sword armed artillerymen of the inner walls.
  Except in time of emergency,
  10% are sleeping.
  10% are ill, and 50% are
  on duty elsewhere. Forty bunks line each wall and each bunk will contain 1-100 CP, 3-18 SP, and 1-6 GP.
  Branger‘s personal
  chest has 375 CP, 820 SP,
  156 GP,
  12 PP, and a jewelled dagger worth 74 GP.
  3
  The Iron Stallion
  The horsemen of the fortress live here and the inn is run by Maktash, an ugly and
  large gnome of bad disposition; AC 7, H0 2, HTK 9, dagger armed; and three peasant cooks; AC 6, H0 1,HTK 5—4-4,dagger armed.
  Five overworked peasant girls and two gnome bartenders (relativescrfMaktash) AC6, H0 1, HTK 4-5, dagger armed, and three
  peasant cooks are kept busy by the 120 bow armed light horsemen, 40 medoum horse lancers and 18 heavy horse lancers usually
  present (P808 70%) at the inn.
  No rooms are available if the cavalrymen are present.
  The cashbox contains 115 CP. 6
  SP and
  2 GP.
  In hlS personal
  basement quarters, Maktash has buried a chest filled with 1236 CP. 670 SP, 47 GP and a ring worth 40 GP.
  '
  4
  Cavalry Stables
  When the cavalry is stationed within the fortress,
  181 to 190 horses will
  be present and
  1-20 will
  lame or wounded.
  The horses are tended by six peasants and two cavalrymen, AC7,
  HD 2,
  HTK 4-7, sword armed.
  5
  West Hall Barracks
  Captain Rasnak, AC4,
  HD 6,
  HTK 22, armed with a +1 neutral sword,is known for his
  fearlessness.
  Three fingers on his left hand are missing because of his reckless bravery.
  He commands 132 light foot
  swordsman,
  46 light foot crossbowmen, 45 light foot artillerymen and 18 heavy foot swordsman.
  Rasnak the Rash spends most
  of hlS time brooding for action and reluctantly permits only
  10% of any unit to be off-duty at any time.
  Of the 22 light
  ffot and
  2 heavy foot present in the barracks, only half will
  be awake during their off-duty hours hours.
  Two hundred
  pallets are scattered on the floor of the barracks and only 1-6 CP can be found in any one.
  Rasnak's trunk contains 2
  chainmail tunics, clothing, four daggers and a leather pouch filled with 142 SP and 260 GP
  6
  Stake Shop is the local pawnbroker's establishment, which helps the raiders unload ill-gotten booty at
  50% value.
  In Ferdipal's back room a giant snake, 4 HD, HTK 13, AC5, guards a strong box with 1200 GP in it (it also
  has
  a false bottom containing a Hand of Cold which he has not determined the purpose of or method of operation).
  Ferdipal
  the
  Tight Fisted
  FTR
  LE
  4
  18
  5 15
  13
  10
  7
  14
  17
  +1 Sword (& +1
  HP due to STR)
  7
  Biffor's Palace of Heavenly Delights
  Biffor the Bald
  MU
  CE
  5
  11
  9 4
  5
  13
  11
  15
  9
  8
  +1 Dagger
  Storch Sly-eye
  FTR
  N
  3
  16
  7 3
  14
  7
  12
  10
  9
  9
  Mace (& +1 HP due to STR)
  Crand the Noseless FTR
  CE
  3
  12
  8 3
  11
  5
  6
  12
  7
  3
  war Hammer
  Biffor traps customers in his tavern by drugging their wine and selling them on the slave markets.
  In his private quar-
  ters is a slave girl with 17 CHAR and a lock box with 700 GP, 1350 SP and 5000 CP.
  8
  Ralltast's Winery
  Ralltast the Dwarf FTR
  N
  5
  21
  5 5
  12
  11
  11
  9
  8
  10
  +1 War Hammer
  Ralltast is a jolly fellow who likes stories and jokes, but will react in kind to any causing a disturbance.
  For a good
  story he will
  buy drinks and he keeps 100 GP and 37 SP in a Strongbox behind the bar.
  9
  Land Pirates Inn
  Bent Nose Torl
  FTR
  LE
  2
  5
  6 7
  17
  9
  13
  13
  12
  12
  Mace (+2 to HP 8 +2 to Damage due to STR)
  Torl serves the customers from the fortress with some of the most mediocre cooking, which incidentally earned him his
  
  CAMPAIGN HEXAGON SYSTEM BOOKLET
  Judges Guild, Box 773, Decatur, 111. 62525
  Area Mapper}
  
  bent nose.
  However, Rofflod,
  1 LVL,
  N,
  3 HTK, AC9, dagger, his waiter, gets most of the abuse as
  a result of the foul
  fare.
  Torl
  keeps 212 GP hidden in a wall safe in the back room.
  10
  The Emerald Star
  CLASS ALIGN LVL HTK AC SL
  S
  I
  w
  CON
  DEX
  CHAR WPN
  Dilwin the Dwarf
  FTR
  N
  6
  24
  8 6
  15
  14
  11
  16
  13
  10
  +2 Mar Hammer (3 +1
  HP due to STR)
  Thiswin the Bold
  FTR
  N
  5
  16
  6 4
  16
  10
  13
  11
  10
  11
  +1 Axe (& +1
  HP and +1 Damage due to STR)
  Rethal
  the Niry
  FTR
  N
  3
  14
  5 4
  12
  11
  12
  10
  13
  12
  Axe
  Santhal
  Red-eye
  FTR
  N
  4
  15
  5 4
  12
  12
  14
  6
  15
  8
  Axe
  Dilwin is a successful gemcutter who buys jewelry at 60% of actual value and then resells them in other towns after
  judicous resetting.
  Helping him is his brother, Thiswin and two cousins, Rethal
  and Santhal.
  He has 4000 GP in gems
  in a secret hiding place in the floor and 786 GP in a strongbox.
  11
  Dwalka Slave Market
  Setta Black Whip
  FTR
  CE
  7
  25
  9 5
  8
  11
  9
  12
  8
  9
  '
  Flail
  Jasemont
  FTR
  LE
  8
  41
  84
  14
  12
  13
  12
  4
  11
  Sword
  Hlass the Lizard
  MU
  CE
  3
  7
  9
  3
  6
  13
  7
  8
  12
  5
  Dagger
  Here slaves picked up by the raiders (5-50 slaves at any time) are sold to the highest bidders.
  Half of the income is
  turned over to the Duke.
  Setta Black Whip runs the mart and has
  1631
  FP in a bag of holding on his belt.
  12
  Lion's Den Tavern
  Cordis, Innkeeper MU
  N
  7
  17
  9 6
  5
  16
  12
  9
  15
  14
  +2 Dagger
  The Duke's favorite, this tavern has the best food & drink.
  Three slave girls tend to the customers, and three troll
  brothers, 6+3 HD, 19-25-28 HTK, AC4, armed with massive hammers collect the money (the trolls are necessary owing to
  the prices which are generally double that normally found).
  Cordis is little seen except when influential customers
  are present.
  He has an invisible chest in the back room that contains 1100 GP and a potion of healing.
  13
  Hole in the Hill
  Inn
  Lathdig Foularm
  MU
  N
  5
  12
  9 6
  11
  11
  13
  8
  10
  13
  Dagger
  Two ogres, 4+1 HD,
  17-18 HTK, AC5, 1-10 pts. of damage, perform odd jobs, maintain order and serve the house specialty
  of goats head soup.
  There is 87
  GP hidden under the kitchen floor.
  Rooms are lGP/day.
  14
  Broken Sword Armory
  }
  '
  _
  .
  ’
  Valang Halearm
  FTR
  N
  4
  19
  8 5
  12
  ~11
  5
  .15
  8
  13
  Han Hammer
  ‘
  .
  Valang is a talented dwarf who can repair.any weapOn if giVen the time and gold. “It oosts'20-120% of the weapon's
  construction cost and time to repair it.
  He knows-the alignment of any Weapon brought and will tell Cragen of
  possible enemies unless bribed.
  He had 537
  GP in a small chest under his bed.
  15
  Flying Horse Stable
  Elstall the Steep FTR
  LE
  3
  20
  9 4
  17
  6
  5
  16
  12
  4
  Sword
  Elstall's presence carries an indication of his occupation.
  He is the main supplier of horses to Badabaskor and
  makes trips to the surrounding countryside buying or stealing horses to fulfill his contract.
  16
  Seven Hinds House
  Madam Delrita
  MU
  N
  6
  13
  9 6
  5
  16
  10
  9
  15
  10
  +2 Dagger
  Onehand Lansan
  FTR
  N
  6
  33
  5 4
  10
  8
  12
  13
  14
  9
  Sword
  Tar Kazak
  TROLL
  CE
  6+3 30
  4
  3
  11
  4
  5
  14
  8
  7
  Halbard
  The Seven Hinds House offers many forms of entertainment, the degree of which priced as follows- SGP/Peasant,
  10GP/
  Common.
  & 50GP/Royal.
  Much of the gold in Badabaskor goes into Madam Delrita‘s strongbox, presently totally 3744 GP.
  Twenty three enticing slave girls work the gambling games and other pastimes.
  17
  East Hall Barracks
  CLASS ALIGN LVL HTK AC SL
  S
  I
  w
  CON
  DEX
  CHAR NPN
  Throngath Ironfist FTR
  N
  8
  39
  2 8
  16
  15
  11
  17
  11
  17
  +1 Sword (& +1
  HP and +1 Damage due to STR)
  Throngath rules over the barracks with mean-spirited malevolence and his men are kept orderly as a result.
  He has the
  keys to the gate and is responsible for it night and day.
  He has 150 Heavy Foot,
  50 Crossbowmen and 50 Light Foot crew
  men for the war engines atop the towers and gate.
  Duke Cragen
  FTR
  LE
  11
  59
  0 10
  17
  15
  11
  12
  12
  16
  +3 Sword (& +2 HP and +2 Damage due to STR)
  Cragen is a tall, heavy man who holds his followers in line with awe, gold, and fear.
  He carries an amulet of protec-
  tion against Evil
  High Priests.
  Talgorkon
  MU
  N
  9
  21
  4 6
  12
  16
  9
  6
  17
  10
  Dagger and Hand of Lightning Bolts
  Talgorkon is the Duke's Second in Command.
  He bears a long scar on his cheek from a mace blow.
  Vista:
  FTR
  N
  8
  34
  2 6
  15
  13
  6
  11
  12
  14
  +1 Sword (& +1 HP due to STR)
  Vistaz is the commander of the cavalry of the fortress which numbers 150 Bow armed Light Horse,
  50 Medium Horse Lancers
  and 20 Heavy Horse Lancers.
  He rides with them carrying a +1 lance.
  
  PITs
  & TRAPS
  by
  REB
  DUNGEDN
  CAGE TRAP
  DEADFALL
  SNARE
  SLIDE
  MISSLE
  SPECIAL TRAP
  LEVEL
  PLAIN PIT
  GAS
  LIQUID
  MONSTER
  SPIKES
  SPECIAL PIT
  1-3
  01-70
  71-15
  76-80
  81-85
  86-98
  99-00
  4-6
  01-60
  61-65
  66-70
  71-76
  77-98
  99-00
  ?-9
  01-50
  51-60
  61-70
  71-80
  81-98
  99-00
  10—12
  01-40
  41-50
  51—65
  66-80
  81-98
  99-00
  13 +
  01-30
  31-40
  41-55
  56-70
  71-98
  99-00
  CONDITION
  IZE
  DEPTH
  I
  No Covering
  1
  1-6'
  I
  10'
  2
  Bait on Mechanism
  2
  2-12'
  2
  20'
  3
  Decoy Distraction
  3
  3-18'
  3
  30'
  4
  Lure Beyond
  4
  4-24'
  4
  40'
  5
  Disguised Harmless
  5
  5-30'
  5
  50'
  ;
  6
  Covering
  6
  6-36'
  6
  60-360'
  1
  7
  Illusion
  :
  8
  Collapsing
  i
  *
  ILLUSIDN
  DISGUISE
  BAIT
  DECOY
  LURE
  COVERING
  TRAPDODRS
  1
  As Area
  1
  Patterned
  1
  Food
  Trap
  1
  Damsel
  1
  Reeds
  1
  Hood 1" Thick
  2
  Mist
  2
  Furniture
  2
  Coppers
  2
  Fine Sign
  2
  Prisoners
  2
  Trapdoor
  2
  Hood 2"
  3
  Friend
  3
  Carcass
  3
  Silvers
  3
  Noises
  3
  Fake Potion
  3
  Snap-shut Trapdoor
  3
  Stone 4"
  4
  Bathtub
  4
  Camouflage
  4
  Gold
  4
  Effigy
  4
  Sword
  4
  Snap-shut Grating
  4
  Reinforced Hood
  5
  Gems
  5
  Utensils
  5
  Gems
  5
  Painting
  5
  Fake Hand
  5
  Crumbling Shell
  5
  Iron 5"
  6
  Gold Jar
  6
  Sculpture
  6
  Jewelry
  6
  Child
  6
  As Bait
  6
  Cloth
  6
  Iron a"
  CAGE TRAP
  DEADFALL
  SNARE
  SLIDE
  MISSLE
  SPECIAL TRAP
  1
  Hood
  1
  Hood
  (1—6)
  I
  Noose
  1
  One Level
  1
  Arrows 1-6
  1
  Ambush
  2
  Grating
  2
  Hood (2-12)
  2
  Mesh Net
  2
  Levels 1-3
  2
  Arrows 2-12
  2
  Sink 1-6 Levels
  3
  Iron Box
  3
  Stone (3-18)
  3
  Canvas
  3
  Levels 2-12 3
  Poison 1-4
  3
  Hook
  4
  Crystal
  4
  Block (5-30)
  4
  Tanale
  4
  To Pit*
  4
  Spears 1-6
  4
  Magnet
  5
  Stone
  5
  Iron (6-36)
  5
  Nebs
  5
  To Trap*
  5
  C'Bolts
  1—4
  5
  Poison Needles
  6
  Prismatic 6
  Spiked Iron
  6
  Chains
  Barbed*(1-8)6
  C'Bolts 1-8
  6
  Magical
  *
  Roll again for depth.
  Ambushes can be anything from a concealed cobra to an warparty of Hererats.
  Poisons include disease spreading coatings
  to produce the effects of curses found in
  LIQUID PITS
  GAS PITS
  SPIKE PITS
  SPECIAL PITS
  inscriptions on tomb doors and walls. It
  1
  Water
  1
  Blinding
  1
  Wood 1'
  1
  Teleport
  is recommended that the Judge develope his
  2
  Quicksand 2
  Laughing
  2
  Hood 3'
  2
  Trap
  own tables for special pits and traps.
  3
  Acid (2/r)3
  Poison
  3
  Iron 1'
  3
  Illusion
  4
  Potion
  4
  Nauseous
  4
  Pos.wood 1'
  4
  Geas
  5
  Oil
  5
  Sleep
  5
  Iron 3'
  5
  Another Pit
  6
  Paralyz.
  6
  Shrink 10%/r
  6
  Pos.Nood 3'
  6
  Magical
  CRoss SECTION OF
  DUNGEONS 0F BADABASKOR
  ~—
  ktLEVEL
  Tl
  //
  2nd LEVEL
  To Surface
  W
  3rd LEVEL
  ]
  W
  I
  4th LEVEL
  ]
  SYMBOLS USED ON
  DUNGEON LEVELS
  * Trap
  a Pit
  5 Secret Passage
  (i) Statue
  L
  5th Level
  7
  
  DUNGEON LEVEL ONE
  Note that each dungeon chamber has a recommended description and some alternate descriptions have
  been provided to assist the designing judge.
  Please alter these to suit your campaign:
  Chamber or
  Room
  1
  This room has firing ports that open on the cliff face above the fortress.
  There is a ballista, five crew-
  men;
  AC 9,
  2 H0,
  HTK 4-7—14—9-10; and one officer;
  AC 2, 4 HD,
  19 HTK: all
  sword armed.
  The room has smooth stone walls
  and a huge pile of ballista ammunition in the northeast corner.
  2
  A foul
  smell
  permeates this chamber where twenty gnomes;
  AC 6,
  1 HD,
  HTK 3-6-2-5-4-4-1-2-2-1-6-3-2-3-4-5
  4-6-1—3, dagger armed; run an ill—kept stable.
  A smith tends the bright red fire over which he continually shapes horse
  shoes on an anvil.
  Eight pair of shoes, bridles, and six saddles hang on the wall behind him.
  Ten pegasi; AC 6, 2+2 H0,
  HTK 10-5-7—9-4-13-10-6-5-7, six too young to be ridden; are in the stalls along the north wall.
  Two gnomes are grooming
  a pegasus which has just returned from a long flight through the forty foot wide double doors that open to the sky.
  Four
  gnomes are required to open or close the doors with rope and tackle attached to the hinging system.
  The only window is
  a small porthole above the doors where an old gnome stands on a ledge peering out.
  Hay is strewn about and feed bags are
  are tied to the wooden posts of the stalls.
  A long water trough is behind the stalls and two gnomes constntly skim the
  surface of the water to keep it clean.
  The pegasi are sickly and discontent with their keepers.
  3
  This room is similiar to room one except the crew are Ogres; AC 5,
  HD 4+1, HTK 14-25-17-20-14, cudgel armed.
  They are assisted by three orcs;
  AC 6,
  HD 1,
  HTK 3-5-5, sword armed.
  The ogres are amusing themselves with the tormenting
  of a female elf that was attempting to escape the dungeons below by stealing an orc blade.
  There is a large leather bag with
  158 GP, 315 SP, and 488 GP on a stone table by the door.
  Beneath the table is a pile of dried meat and a large scimitar.
  4
  Four mottley stuffed bugbears are mounted on stands along the wall to the south.
  Two orcs; AC 6, H0 1,
  HTK 3-5, sword armed; are climbing the stuffed bears to reach a mounted pegasus head which has a ruby worth 160 GP under
  it's tongue.
  5
  Partially lit by a rusty lantern with a purple flame, this slimy room is quarters for two untidy robbers;
  AC 7,
  H0 2,
  HTK 6-5, rapier armed.
  They are chasing a small rat under their beds and back into it's hole.
  Two chairs are
  leaning on an oak table with the lantern on it.
  Forty silvers are hidden under a matress and 125 GP are catched under a
  loose stone in the floor behind a chest of rags.
  6
  Six orcs;
  AC 6,
  H0 1,
  HTK 4-2-2-6-8-1, axe armed; are sitting around an oval table drinking black wine
  and rolling some bones.
  Heaped in piles on the table are 390 GP.
  Two orcs standing beyond the table;
  AC 6,
  HD 1, HTK
  5-9, spear armed; are tugging on a leather pouch with 75 GP while loudly threatening one another.
  Another orc; AC 6,
  H0 1,
  HTK 8, sword armed; has passed out on a moldy bearskin beneath a hobbit head mounted on the wall.
  7
  A three foot diameter pillar carved with serpeants stands in the center of this room.
  Five rubies worth
  120 GP each are embedded
  in the pillar near the top.
  Four kobolds;
  AC 7,
  H0 %.
  HTK 2—3-2-1, mace armed; are feasting
  on the remains of a wolf in the far corner of this dusty room.
  8
  A small
  human child is chained to the wall
  and three orcs;
  AC 6,
  HD 1, HTK 4-2-5, hand axe armed; are
  tickling him with huge feathers.
  Another human lays face down in a dark heap with an axe in his skull.
  The room reaks
  with a sickening smell of decomposed refuse.
  The child knows this level
  very well
  and is
  70% right about the contents
  of any room except room 12.
  9
  Ten rats;
  AC 5,
  HD 0,
  HTK 1, Bite 1-3; are standing in a straight line before a pair of giant rats;
  AC 7,
  HD 3,
  HTK 10-13, Bite 1-6; at the end of the room.
  Each of the rats has a silver in it's mouth awaiting to be called forward
  to the pile of 1,040 SP upon which the giant rats sit.
  10
  Two giant lizards scurry rapidly to their nest;
  AC 5,
  HD 2+1,
  HTK 8-11, Bite 1-4; wherein five eggs and
  two hatchlings;
  AC 9,
  HD 5,
  HTK 2-3, Bite 1-2; cry out.
  The nest is made of straw, bdnes, feathers, a silver shield worth
  860 SP, and a giant centipede which has split open oozing yellow gore.
  11
  Five goblins; AC 6,
  H0 1-1,
  HTK 6-4—3-5-2, dagger armed; are perched on a huge shelf at the west end of
  the room with arrows notched as two large rats;
  AC 7,
  HD 2,
  HTK 8-9, Bite 1-6; gather scraps of lizard meat off a small
  pine wood table.
  Twenty coppers are secreted away in a blackened pot and one of the goblins knows of the rubies in room 7.
  Level
  1 Continued after next page
  
  N
  FORTRESSBADABASKORLEVELI
  SO’PerInch
  50x50’
  ,
  80'
  20'
  30
  80'
  15x10'
  70'
  '
  ’
  25'
  10
  '
  ,
  80
  ‘
  ‘
  a
  —
  “
  40x60'
  60'
  5
  30x40'
  160:
  “
  -
  60.
  a
  ii
  :5;
  h
  3
  E
  E
  3
  30x60"
  5
  \
  90'
  g;
  :5
  50'
  .‘
  =
  o
  L
  _
  E-‘
  :
  «b
  ; 135'
  F
  ,
  55'
  \
  E
  L 20x40'
  60'
  9
  E
  60'
  :
  40x50'
  E
  10'
  50.
  80'
  120'
  4
  50'
  40x30'
  30x30'
  
  Level
  1 Continued
  12
  Thick green vines conceal
  a giant centipede;
  AC 5,
  HD 4,
  HTK 18, Bite 1-3, Kick 1-6 Legs
  1 Pip @; and four
  chests.
  The chests are carved with the four images of monkeies with their hands over their mouth, eyes, or ears.
  Each
  chest contains a Potion of Healing,
  a jade dagger worth 430 GP, and a scarlet war cloak but the opener must save for poison
  or lose the ability to speak, see, or hear for one week unless a Remove Curse is cast upon him within 6 turns.
  DUNGEON LEVEL TWO
  1
  MAIN GATE
  Two guards;
  AC 4,
  HD 2,
  HTK 8—12, spear armed; are standing adjacent the iron doors and an
  orc;
  AC 4,
  HD 1,
  HTK 3-5, spear armed; is standing by each door leading to the towers.
  Two guards are posted in the hall
  AC 7,
  HD 1,
  HTK 5-4,
  bow armed; at the east wall and west wall.
  A huge painting dominates the hall of the Duke in full
  battle dress and provides a peep hole for hidden viewers.
  2
  SMITHY
  A large fire pit along the east wall lights up the room and a large man;
  AC 9,
  HD 3, HTK 15;
  is standing over the hearth pounding on a white hot slab of iron.
  A pile of scrap iron is being rummaged through by three
  orcs;
  AC 6,
  HD 1,
  HTK 2-2-4; while argueing loudly.
  A barrel of water sits beside the anvil
  and six pairs of horseshoes
  are stacked by the iron reinforced doors.
  3
  STABLES
  Six horses occupy the south wall with feed bags tied on them in wooden stalls.
  Several stalls
  are empty and four orcs;
  AC 6,
  HD 1,
  HTK 1-4-3-3, sword armed; are cleaning them.
  A water trough runs the length of the
  north wall.
  Large barrels of grain are stacked along the east wall and rats are running in and out of them.
  A warhorse
  of jet black is standing in the middle of the stable with a fighter; AC 9,
  HD 2,
  HTK 7, dagger armed; talking to it as he
  grooms the horse.
  4
  GUARD ROOM
  Four guards;
  AC 4,
  H0 2,
  HTK 14-12-6-9; spear armed; are standing by the doors.
  A large gong
  is located between the guards to warn of intruders without proper identification.
  5
  GOLDSMITH
  A hoary headed old man;
  AC 9,
  HD 1,
  HTK 3, dagger armed; sits at a table in the southeast
  corner and is working a gold plated bust of the Duke (worth 2,360 GP) by candlelight.
  A shelf above the table contains
  a gem encrusted gold bracelet worth 845 GP, four gold rings worth 160 GP @, and a small stack of 13 gold ingots worth
  240
  GP
  @ covered by a cloth.
  A huge lizard is chained to the north wall within easy reach of the door but unable to
  reach the goldsmith unless
  a winch located by the table is turned.
  6
  JENELLER
  Two zombies;
  AC 8,
  HD 1,
  HTK 6-4; guard the wooden door.
  A grey robed man with a long white
  beard;
  AC 9,
  LVL
  3 MU,
  HTK 7, dagger armed; stands at a workbench in the center of the room working on a silver crown worth
  3,500 SP.
  Three diamonds for mounting are lying on the bench worth 620 GP
  @ beside a magnifying glass.
  A buff colored
  cat which can breathe a two hit die fireball once per day is curled up on the stool
  beside the jeweller.
  Hidden in
  a secret
  compartment inside the bench is a pouch of precious stones worth a total of 3,750 GP.
  A locked box under the pallet by the
  north wall contains 40 SP and 273 CP.
  7
  ARMDRY
  An armorer;
  AC 8,
  HD 2,
  HTK 12; stands at a forge in the west wall working the bellows on
  a piece of iron.
  A long knife is mounted on his leather apron and two assistants;
  AC 9,
  HD 1,
  HTK 2-3; are stacking four
  swords, and fifteen axes.
  A suit of platemail suitable for a dwarf-size creature is mounted on a stand in the center of
  the very hot room and three chainmail tunics are spread on cooling racks.
  Three shields
  ( one of them split
  ) is mounted
  on the south wall over a huge barrel of brine water.
  Six dented helmets stand on a shelf by the door.
  A hilt of gold
  worth 355 GP is hidden in a niche behind the barrel.
  8
  STORES
  Stacks of grain sacks and barrels of stale water fill this room.
  Dried meat hangs on hooks
  high on the walls and give off a putrid odor.
  Several
  bags of grain have been chewed open and a wererat;
  AC 7,
  HD 3,
  HTK 19,
  sword armed; is sleeping behind the bags.
  The wererat,two sapphires in a leather pouch worth 160 GP each, and sixteen mice
  are laying in an abandoned fire beetles nest with one uncracked egg.
  9
  BARRACKS
  Stench seeps through the closed door from this orcs' quarters.
  Twenty orcs; AC 6,
  HD 1,
  HTK
  2~4-3~3-1-6-2-5-8-6-3-3-4-2-5-1-2-6-3-1; sword and spear armed; are gathered around one hapless orc cuffing, scratching,
  and loudly jeering at him for losing a wrestling match.
  Broken down wooden cots line the walls and each arc carries his
  wealth with him ( 2-12 SP
  ) so it won't be lost in the ankle deep garbage which covers the floor.
  One flea-ridden cot
  contains a silver box worth 1240 GP with 12 CP and an eyeball with a golden iris that follows the viewer.
  
  I
  N
  FORTRESS BADABASKOR LEVEL 2
  50’ Per Inch
  60'
  -
  \
  40x70'
  gg'.§
  E:
  'E
  "
  :E
  :8
  17
  40'
  100'
  g
  35"33
  E"
  D
  E
  50!
  .
  E
  ,—
  60'
  "'
  18
  '
  50'
  30x30'
  60
  15 ”I—
  14
  50x30,
  30x30
  .
  .
  .
  l! l20'
  20x50'
  .
  40x60'
  40x60'
  50x100'
  To
  lst
  Level
  mumam
  u -n
  30x30'
  '20x20
  20k20'
  .20x50'
  19
  "_
  60
  16
  25x25'
  70'
  50x40'
  30x70'
  
  36 ﬂat. :76I?
  Level
  2 Continued
  10
  BARRACKS
  Hood cots line the walls and a small trunk is at the foot of each cot containing personal
  items and 3-18 GP, 1-20 SP, and 4-24 CP each.
  Fourteen men; AC 9,
  HD 1,
  HTK 6-3~2-2-4-5-5-1-2-1-2-3-5-?, sword and spear
  armed; and seven men;
  AC 9,
  HD 2,
  HTK 9-12-10-10-8-15—8, sword armed; are quietly listening to a one of their number who
  plays a mandolin.
  The sargeant;
  AC 9,
  HD 3,
  HTK 17; mace armed; is cursing a recruit scrubbing the floor.
  The sargeant's
  cot stands in the center of the room and his trunk contains an additional
  pouch with four opals worth 180 GP each hidden
  in a secret compartment in the bottom of the trunk.
  Weapons are scattered thoughout the room on the cots and ten shields
  hang on the walls.
  11
  GUARDROOM
  A line of four orc bowmen;
  AC 7,
  HD 1, 2-5-6-2,
  bow and sword armed; are against the east
  wall
  and a man sargeant;
  AC 6,
  HD 2.
  HTK 9.
  sword armed; is standing at the double doors shouting orders.
  12
  GUARDROOM
  Four orc bowmen have notched and aimed their arrows at the double doors;
  AC 7,
  H0 1-4-3-3,
  bow and sword armed.
  An orc sargeant;
  AC 6,
  H0 3,
  HTK 16; mace armed; is crouched behind the archers grunting.
  13
  GRAND FEASTING HALL
  A wooden table four foot wide and forty foot long dominates this room.
  A rough
  linen cloth covers the table which is centered in the middle of the room with twenty chairs on each side.
  Ten silver
  cnadle holders are arranged on the table
  (
  130 SP
  @
  ) and a large silver vase
  ( 480 SP
  ) is centered on it.
  A large fire
  roars in the fireplace on the west wall
  and a gold plated cup
  (
  110 GP
  ) stands on the mantel beneath a large portrait of
  Cragen.
  14
  PRIVATE CHAMBER
  Cragen's canopied bed with silk sheets and a large walnut chest with
  a mirror above
  it stands along the north wall.
  Two large marble vases stand on each side of the entrance containing oil.
  Two crossed
  swords over a shield are hanging on the east wall
  and an ornately carved trunk containing cloaks, boots, and a chainmail
  tunic stands beside a statue of a rearing lion.
  A suit of platemail
  is under a mounted in the southeast corner on a rack.
  A stuffed lion's head is mounted on the south wall
  and an ivory ship's wheel
  ( worth 1340 GP
  ) is leaning against the
  wall.
  A giant bearskin rug is spread on the floor beside the bed. Concealed under the bed is a huge battleaxe with a
  silver chain
  ( worth 460 SP
  ) on the handle.
  15
  TREASURY
  Unless the correct sequence of pressing enamelled tiles is followed before opening this
  chambers double locked doors,
  a guillotine will
  be released which will strike as
  a
  10 H0 monster for 6-36 pips of
  damage to the first to enter the room.
  The sequence is red, green, and orange although three other colors are present,
  blue, white, and brown.
  A hell
  hound;
  AC 4,
  HD 3,
  HTK 15; lives within the chamber and will attack anyone save Cragen.
  A necklace of strangulation
  ( worth 1450 GP
  ) is prominantly displayed on a raised pedestal.
  A large chest with 12,000
  CP, 378 SP, and 49 GP stands on the west wall beside a pile of silver weapons: six swords, four daggers, two spears, and
  five maces
  ( worth 134 GP ), and a velvet lined box with ten gold cup worth 60 GP each.
  A stuffed unicorn's head with
  an ivory horn
  ( worth 420 GP
  ) and six gold bars worth 850 GP each is contained in a four foot urn on the north wall.
  A shelf on the east wall contains a potion of healing,
  a +2 Neutral sword, and a jar of rings worth 690 GP.
  Twenty
  iron bars
  ( worth 40 GP each
  ) is stacked in the northest corner of the room.
  A mounted troll's skeleton holds
  a +1
  shield and a green lacquered spear in the southwest corner of the room.
  Hanging from the ceiling in the center of
  the room is
  a plain brass lantern inside the bottom of which are secreted 25 zircons worth 50 GP each.
  A scroll of
  protection from magic is stuffed in a rusty gauntlet
  under a dented silver filagree helm worth 60 GP by the door.
  16
  Two giant snakes; AC 5,
  HD 4,HTK 15-12, bite 1-6; are rearing their heads and biting at the feet of
  four maidens su5pended in an iron cage from the ceiling.
  The snakes are non-poisonous.
  Nine large snake eggs are in
  the straw nest below the white robed girls and one of the eggs has cracked open.
  The head of a baby snake is starting
  to squirm out of the shell.
  The maidens must be healed or they can only move 40' per turn.
  
  17
  Four Hobgoblins,
  1+1
  HD,
  7-5-9—4
  HTK,
  War Hammers, are pounding on
  a large marble slab that is be-
  tween
  two black pillars.
  A small
  platform is just beyond the the slab with
  a small
  wicker basket on it.
  Three small
  poisonous red-eyed lizards are crawling about on clumps of refuse in the basket— on closer inspection the refuse
  in—
  cludes five green gems worth 200 GP each.
  18
  Three orcs,
  1
  HD,
  4-2—4 HTK, A06,
  Swords, are on bended knee bowing to
  a large Troll,
  6+3 HD,
  24
  HTK, A04, Mace, who is sitting on an ivory chair worth 2000 GP.
  In the recess there hangs
  two bandits who are being
  dressed as for dinner by another orc with a dagger,
  5 HTK.
  19
  This cavity is very dry and dusty and is divided by two grey draperies hanging from the ceiling.
  Near the entrance is
  a vase with a picture of an ornate, large mausoleum painted on it.
  On the other side of the
  curtain, faint moaning can be heard- the source of which is three wights,
  3 HD,
  13-10-7 HTK, AC5.
  20
  A large green serpent lays dead on the floor with one ghoul still
  locked in its jaws.
  Five other
  ghouls,
  2 HD, 7-6-9-5-8 HTK. A06, dance on top of it.
  A large brown burlap bag is on the floor, half open- contain-
  ing a small
  +1 shield.
  It '4
  ...........
  gggggg
  Illustration by Sorcerors Guild
  All Rights Reserved
  
  DUNGEON LEVEL THREE
  1
  A young red dragon;
  AC 2,
  HD 9,
  HTK 18; is standing on a marble slab ten foot from the floor which
  is supported by eight pillars spaced three feet apart.
  The dragon is swaying back and forth watching a large red
  pearl
  ( worth 3,100 GP
  ) swing from the a blue velvet strap around his neck.
  Under the slab is 12,000 CP covered by
  3,450 SP which in turn is covered by 1,660 GP.
  Under the coins is the dusty remains of an elven fighting man still
  clutching the sword "Glordinen of the Golden Flame";
  a +1 Chaotic Good sword with an intellegence of 7 and an egotism
  of 10 possessing the ability of detecting sloping passages if asked to do so.
  The skeletons and bones of several
  men
  line the walls.
  Scattered amongst them are many broken weapons, partially melted shields, and damaged armor.
  2
  A thirty foot dragon's head is carved in the rocks of this cavern face.
  The gaping mouth has huge
  white teeth forms of stalagmites and stalatites.
  Sleeping on a large pile of treasure within the mouth is a very old
  red dragon; AC 2,
  H0
  7, HTK 42; with a large red pearl
  ( worth 4,400 GP
  ) on a green velvet strap about his neck.
  The dragon's hoard consists of 14,000 CP, 8,257 SP, 3,610 GP, an ivory box ( worth 460 GP
  ) containing jewelry worth
  a total of 2,030 GP,
  a bloodstone worth 200 GP, and a gold helm set with a glowstone ( worth 1,800 GP ), and a mace
  made of electrum worth 180 GP.
  A pile of skulls and broken weapons flanks each side of the dragon's sleeping form.
  3
  This cavern is covered with a soft cushion of mossy growths and a slight mound is raised in the middle
  of the cavern with a depression dug in the center of the mound to form a large nest.
  The nest is carpeted with 9,800 CP,
  10,230 SP, and 3,680 GP.
  A ring of three wishes, a +1 shield emblazoned with griffon, and a djinn bottle is embedded in
  the soft red clay walls.
  Within the nest, two adult red dragons; AC 2,
  HD 8, HTK 32-32; are drowsily humming contentedly.
  Each dragon has a red pearl
  ( worth 3,900 GP
  ) on a gold velvet strap about their necks.
  4
  A small crack in the floor across the entrance of this den will cause gas to erupt around anyone step-
  ping on it PROB 30% less the dexterity of the entering creature.
  This will
  cause the victim to fall asleep for 1-6
  melee rounds or 1-6 hours if they miss their saving throw.
  Just ahead are eight giant mushrooms standing in a row and
  beyond them the ground slopes steeply down.
  At the bottom is a huge tent of skins beside a huge mushroom covered with
  red splotches.
  Within the tent lies Scratharessar,
  a very old red dragon;
  AC 2,
  HD 11,
  HTK 66; which always pretends
  to be half-asleep.
  He wears a red diamond about his neck on a red velvet strap
  ( worth 13,470 GP
  ) which will act as
  a Ring of Spell Turning.
  The dragon likes to talk to wanderers and enjoys a good game of chance, but beware his wrath
  should he lose!
  The mushroom with red splotches conceals several treasures underneath the Splotches- namely a ring of
  human control,
  a luckstone and two potions of growth.
  Behind Scatharessar are two round red spheres, which are red
  dragon eggs.
  5
  .Four stone statues of dwarven fighters provide decoration for the entrance to this cavern.
  A medusa
  4H0,
  16 HTK, A08,
  15 walking toward a wooden rack whereupon a golden necklace is hanging (worth 1500 GP).
  Two stone
  goblins stand by the rack suspended in the action of reaching toward the necklace.
  6
  The statues of eight white apes in comical
  poses are scattered through this small cavity.
  In the
  center of the floor is fine red dust, in the middle of which is laying two +1 axes.
  Anyone stepping on the red dust
  causes the apes to animate and attack, 4 HD, 14-19-24-12-15-18-22-23, one at a time (1 per round).
  7
  This hovel is furnished with two large cots, an owl
  bear skin rug and a rotten wooden table.
  Above
  $33 Egble,
  a skeleton lS hanging from the ceiling and two trolls sit counting a stack of gold and silver pieces worth
  8
  Four gargoyles, 4 HD, 16-9-15-17 HTK, ACS, are in this excavation, the floor of which is covered by
  @' boulders.
  The gargolyes are sitting on a heap of rocks in the center of the room, where a blue diamond on a chain
  is hangisnrSm the ceiling.
  Pulling on the diamond causes part of the ceiling to fall
  down.
  Foot movement in the
  room
  5
  a ve
  .
  9
  Two clerics, 4 HD, 10-12 HTK, A09, in long red robes are on their knees holding their hands in the
  air, praying.
  One other cleric,
  6 HD, 25 HTK, ACS, in a red cloak, is standing in front of the other two, holding a
  large red ruby in both hands over his head (with little closer inspection the ruby can be seen to be a fake).
  Over
  the mantel of the raging fire is hung three maces.
  
  60x60',‘
  60'
  FORTRESS BADABASKOR LEVEL 3 ’
  SO’PerlnCh
  30'
  100'
  E
  g;
  =
  a
  :::
  a
  =
  ‘5
  555
  g
  120'
  :5;
  :3
  D
  (3’
  ___
  E
  75'
  E
  3
  ==
  5
  55
  «e
  =
  O
  :=
  in
  {v
  a
  "
  70'
  100'
  l
  20’
  340x160'-
  To
  Surface
  q.
  
  DUNGEON LEVEL FOUR
  1
  Behind the iron doors which are guarded by two Warriors, AC5,
  HTK 3-7, morning stars, are three
  Theurgists, AC9,
  HTK 7—6-7,
  LVL 4, daggers, who are sitting at a large wooden table dividing the spoils of a past ad-
  venture (1300 SP,
  333 GP,
  a scroll of fireballs and potion of healing).
  To the left of the table is a Curate, AC5,
  HTK 15,
  LVL 5, preparing a meal via a scroll.
  At the rear of the room is an Amazon, AC9,
  HD 3,
  HTK 10, in an iron
  cage.
  To the right of the theurgists are the bodies of two Amazons, about which is an unclaimed +1 axe and a +1 long
  bow.
  2
  The half battered wooden door is being guarded by three zombies,
  AC 8,
  HD 1,
  HTK 4—7-3-6-8, while
  two other zombies go about their task of repairing broken weapons.
  Their master, Ashford the Vile, CL,
  AC 4,
  HTK 25,
  LVL 8, is in a heated discussion at a table in the back of the room about his next victim.
  Seated with him are two
  others,
  Nanex the Bold, MU, LVL 6,
  HTK 11, AC 9, Hand of Cold, and Zaras, FTR,
  LVL 4, ACO,
  HTK 24, +1 Sword, +1 Shield
  and +1 Armor.
  There is
  a large sack in the middle of the table which contains their spoils, 548 GP, 955 SP, 494 CP,
  and 8 Gems- the value of which totals 550 GP. Behind the table is a lever within reach of Zaras, that controls a trap
  door located two feet before the entrance to the room.
  3
  There is a foul odor coming from beyond the wooden door.
  0n the ceiling is a giant spider spinning
  a web to trap victims as they come through the door, AC 7,
  HD 4,
  HTK 20.
  The floor is littered with decayed matter and
  bggkgn furniture.
  In the rear of the room is a trap door which contains a small treasure of 1200 CP and two gems worth
  1
  P each.
  4
  Strange growling sounds can be heard outside the iron-bound oak door.
  In the room are two Nerebears,
  AC2,
  HD 6, HTK 36-41, and a Heretiger,
  AC 3,
  HD 2,
  HTK 12.
  The door is unguarded but for a trap door in the floor,
  which may be avoided if 50% minus your Dexterity is rolled- if rushing in, otherwise the first character has a
  50% PROB
  of noticing the trap before walking in.
  Below the trap door is the body of Magic User who made the mistake of rushing
  into the room.
  His belongings are being divided up between the Lycanthropes in the rear of the room.
  There is a Bag
  of Holding which contains, food for a party of six for two weeks,
  a Mace of Disruption, Bracers of Defence AC4, and a
  Ring of Delusion.
  Around the necks of the Lycanthropes are leather bags each with 64 GP.
  5
  The sound of a woman's voice can be heard from inside the room.
  There is
  a symbol of Discord above
  the doors to the North and South.
  Above the South door is a trap door that will drop stones on visitors who do not
  have a key (the stones do 2-12 pts of damage).
  Rathera the Enchantress, AC9,
  HTK 12, LVL 7, is talking to 4 Amazons,
  AC 4,
  HD 2,
  HTK 7-5-4-6, swords, in the right corner of the room at the rear.
  Rathera haseascroll of seven spells and
  a +1 dagger.
  In a trunk,in the northeast corner of the room, is stored four bottles of wine,
  two suits of chainmail
  and two potions of healing.
  6
  This is the realm of Sha-Shoan the Intellect Devourer, AC4,
  HD 6,
  HTK 24.
  The doorway from the
  north is partially blocked by the body of a Magic User.
  The room smells of death and there is large piles of trash in
  the corners.
  7
  In the cave are two men debating whether to risk leaving the stronghold of Badabaskor.
  The two
  carry swords but no armor, having their own protection being wereboars, AC4
  ,
  HD 4+1,
  HTK 12-14.
  8
  Hidden in the shadows of this cavern is a Monk named Meski, AC3,
  HD 8,
  HTK 37.
  He will question
  all
  who enter the room as to reason for their trespassing across his domain.
  He is very proud and will not take any
  abuse from any.
  He is unarmed and lives very simply.
  9
  Three hobbit thieves,
  AC 9,
  LVL 4,
  HTK 10-7-6, inhabit this cavern.
  They are hidden in the dark
  and will try to rob any passing near.
  They will follow a party for four turns stealing from it while undetected but
  will flee if found out.
  In the center of the room is the open
  crypt of Hainare the Cruel, whose treasures grave
  robbers have taken long ago.
  10
  Standing guard in the shadows are 12 skeletons, AC 9,
  HTK 2-3-1-4-3-1-2-3—2-1-4-2, swords, who are
  animated into action by any light such as a torch, or spell.
  They guard only their master, Hainare the Cruel
  who is
  listed above in room #9, all treasure long since removed.
  11
  The cavity is empty of habitation but for gray ooze,
  HD 3,
  AC 8,
  HTK 11, located in the southwest
  enclave.
  
  50'
  llO'
  9
  40'
  10
  40x20'
  50'
  -
  ’40'
  b
  50,
  a
  ll
  20x36
  “““m h ‘ u
  E!
  '
  40'
  .‘
  '
  110'
  .
  _
  40'
  30x30'
  3
  30‘
  ‘
  ‘
  3
  20x20'
  50'
  -
  -
  ,
  "
  50'
  110'
  _
  '
  ‘
  D
  40'
  I
  ¥
  '
  .
  _
  ..
  ,,
  ,
  ‘
  —_-
  .
  "
  .
  ‘
  50'
  30'
  50'
  2%
  ‘g
  2
  60,
  -
  V
  '
  '
  E:
  2
  :=
  a
  .
  20x30'
  3
  90'
  30x50'
  nnummmumumunmmm
  ~
  To
  3rd
  Level
  13
  20x60'
  10'II.
  2
  ‘
  EORTRESS BADABASKOR LEVEL 4
  2
  SO’PerInch
  110x30'
  
  Fourth Level Continued
  12
  The cavern wall
  to the north is covered with yellow mold, destroyed by fire.
  Ten foot from the
  passageway is a trap door.
  If sprung, the victim will fall
  10'
  into a mud pit, with no damage but will sink at the
  rate of 1'
  per round
  (assume that the victim starts stuck up to his waist in muck).
  13
  In the rough, humid passage are three Dopplegangers, AC 5,
  HD 4,
  HTK 16-18-12, hidden,attempting to
  grapple the tail members of a party and silence them.
  If alarm is sounded, they will flee in the opposite direction,
  with their treasure of 400 GP, and 3 gems worth 50 GP each.
  14
  The screams of a woman in distress can be heard over the voices of 3 men, AC 6,
  HO 2,
  HTK 4-5-6,
  swords, who are molesting a young witch AC 9,
  LVL 3,
  HTK 5, whose Hand of Polymorph has failed in actually changing
  her attackers into toads, since it is actually a Hand of Delusion.
  Each man has 30 GP in his pocket.
  15
  Appearing to be vacant and dusty, this room actually houses an Invisible Stalker,
  AC 3,
  HO 8,
  HTK 32,
  4-16 pts of damage, who is protecting an invisble chest suspended from the ceiling.
  Any disturbing the chest will
  be
  attacked from behind. by the invisible stalker.
  16
  Two trolls are fighting, tooth and nail, for the affection of a female troll
  who is looking on with
  what might pass for amusement,
  AC 4,
  HD 6+3,
  HTK 26—28-22.
  The two trolls each carry a leather pouch with 50 GP in each.
  The female troll
  holds
  a large sack containing 75 CP, a dagger and a hobbit who is trussed up.
  17
  The Quarters of The Evil High Priest
  .
  The quarters are guarded by 4 black hobbits, AC 4,
  HO 4,
  HTK 22-20-24-18, armed with slings and swords, and their leader
  a dwarf, Galium,
  AC 2,
  HD 6,
  HTK 33, armed with +1 Hammer and a Javelin of Lightning Bolts.
  Many paintings are hung on all four walls, all of which depicting sacrificial offerings.
  The floor is covered with a
  strange mist.
  In the southwest corner of the room is a large bed with four golden posts, each valued at 1250 GP.
  In
  the center of the room is a fountain with its center piece,
  a Goblin spouting blue water from its mouth.
  The fountain
  is 10 feet in diameter and is made of finely carved lead.
  A 10 feet section of the north wall is taken up by a book
  shelf.
  In the middle of the book case, hidden behind a very large green book, is a lever that will throw open a trap
  door located in the ceiling.
  This lever engages a reverse gravity device that causes all withing a 10' radius to 'fall'
  up into the pit (a ten foot cubicle).
  Once in the cubicle the trap door will shut and the device will shut off- there
  is a 1/6 chance that any will take
  1 dice of damage'upon falling into the pit.
  In order to break out of the trap,
  a
  fighter
  with a
  STR of 18, must roll
  1 or 2,
  a total of five times.
  It might be noted that a pass wall spell will also
  work.
  There is a large desk along the center of the east wall with scrolls scattered about its surface.
  There is a 1/6 chance
  for each of the 7 scrolls to have explosive runes cast upon them.
  In the south east corner of the room are two chests
  that are almost obscured by the ground fog, and setting on a section of the floor painted yellow.
  To open the chests,
  one must drag them at least 6 feet from the corner, or opening them will activate a trap door that will drop the openers
  ten foot down to a rust monster waiting below,
  AC 2,
  HD 5,
  HTK 15.
  One chest contains a solid block of gold worth 4000
  GP and the other contains a solid block of silver worth 700 GP.
  Reyhtuyl, the Evil
  High Priest, is 17th Level,
  AC 2,
  HD 8+1,
  HTK 49 and there is
  a 50% PROB of him being present (if not,
  he is in the temple).
  On his wrists are Bracers of Defence,
  AC 2.
  He possesses a staff of commanding and a robe of
  blending and a +3 mace.
  18
  Priest Quarters
  Those entering this room have a good fight on their hands with 11 Clerics residing here.
  One,
  a Druid, Massophair, AC 4,
  H0 9,
  HTK 36, will only be in the room 30% of the time.
  However, 1-4 of his followers will
  be present,
  AC 6, H0 3,
  HTK
  14-12-10, maces.
  There will
  1-8 other clerics present ranging from LVL 1-6,
  HTK 3-7-10-15-18-20,
  AC 4, maces.
  Th
  floor of the room is made of marble.
  The walls seem to be emitting light which tends to keep unwanted undead
  crgatures out.
  In the center of the room is a long table with 6 seats on either Side.
  At the southern end of the
  table is a large over-stuffed chair with dragon horn arms, that will animate should any fighting break out in the
  room and attack for 1 dice of damage per hit, two chances per round to strike.
  The chair is 22 HTK, AC 6, and is
  studded with numerous precious stones valued at 18,000 GP; incidentally, any attempt to remove the stones from the
  chair will animate the chair also.
  Growing out of holes in the marble are five giant mushrooms which line the west
  wall. Also lining the
  westwallare 8 doors which open into extradimensional sleeping quarters, inside of which one
  - can see into the room without the door being opened.
  Treasure found within the quarters range from 50-500 GP each
  and a 50% PROB of a scroll.
  
  Fourth
  Level
  Continued
  19
  The Preparation
  Room for Sacrifices
  The foul air of the crypts will
  cause those under 6th level
  to gag unless
  a saving throw vs. spells. with
  a minus 2,
  and those of 6th level or higher rolling their usual
  saving throw.
  Once the saving throw is made,
  the player need
  not check again.
  Walking through the room, one can see 13 crypts lining the east and west walls.
  In the center of the room is the Altar
  of Death.
  Hovering above the altar at about 15'
  above surface is Bomoshivac. the guardian of the altar.
  Bomoshivac
  appears as the head of a large ram, but is restricted to turning 3600 and lowering himself 5‘.
  He has two breath wea-
  pons that may be used simultaneously.
  The first is fire, doing 2-20 pips of damage (half if the saving throw vs.
  dragon
  breath is made).
  The next breath weapon is lighting bolts, doing 1-12 pips of damage (halved if ST is made).
  Bomoshiv-
  ic is AC 0,
  HD 6,
  HTK 31,
  40% resistant to magic.
  The first three crypts on the west wall contain ghouls, AC 6,
  HD 2,
  HTK 8-12-6.
  Thefourthstone crypt on the west wall
  contains
  a spectre,
  AC 2,
  HD 6,
  HTK 30.
  Crypts five through seven on the west wall contain mummies,
  AC 3,
  HD 5+1,
  HTK
  21-12-22, which are fire resistant.
  Each mummy has a crown worth 200 GP.
  There is a
  50%
  PROB that there will
  be a
  magical
  item in his crypt.
  There is also a
  50% PROB per round that a mummy will
  emerge from his crypt.
  The first stone crypt on the east wall contains a Medusa, AC 8,
  HD 4,
  HTK 17.
  The next three crypts contain Nights,
  AC 5,
  HD 5,
  HTK 14—12—10.
  The fifthcryptholds a Wraith,
  AC 3,
  HD 4,
  HTK 13.
  The sixth crypt contains
  a Ghost,
  AC 3,
  HD 7,
  HTK 21, causes saving throw vs. fear.
  Each crypt contains a gem worth 100-1000 GP.
  One last menace is Eackor,
  a Hill Troll,
  AC 2,
  HD 6+3,
  HTK 30, the servant of Bomoshivac.
  Eackor loves to toy with his
  victims before he kills them.
  However,
  he is subject to death if exposed to sunlight.
  .l/é‘
  
  20
  The Prayer Room
  The prayer room is unguarded but there is a 30% PROB that 4 priests of level 6th will
  be in the room and kneeling
  in front of three gold plated statues; AC 0,
  HD 7,
  HTK 27-22-l9; about seven foot tall
  and armed with sword and
  shield.
  If any of the statues are touched in any way, it will
  come to life and attack only the offender.
  The
  statues are worth 9,480 GP each in gold plating however only 400 GP per turn can be peeled off.
  The priests
  will
  be unarmed if present; AC 9,
  HD 6,
  HTK 14-18-28.
  In the center of the room is a small altar and three
  copper rings rest on the surface.
  The first ring will
  add +1 to all saving throws, the second ring will cause
  to wearer to drop into an endless sleep
  ( no saving throw ) until
  a Remove Curse is cast upon him, and the
  third ring works as a Charm Spell causing the wearer to obey the will of Angall.
  Near the rear of the north wall
  is
  a small
  pool of blue liquid in a sculpted basin 5' wide, 8'
  long and 6' deep.
  If the pool is walked into it
  will repair any armor, recharge any weapon, wand or staff, heal
  3-18 points of damage, and completely refresh the
  immersed person.
  This pool will only work once for any one character per month and should any return to the pool
  before this time interval is up,
  he will
  lose half his hit points to kill
  and all weapons, armor, wands, staffs,
  and items immersed a second time in this time interval will dissolve beyond repair.
  2l
  The Temple of Angall
  The temple is a chamber of wonderous riches.
  The floor is inlaid with silver coins 1,310,000 in number and the three
  doors of the temple are made of copper plated with gold worth 45,800
  GP each and encrusted with gems totalling 12,060
  GP each, 1200 gems per door.
  The ceiling is made of brass and of intricate design.
  In the center of the ceiling is
  a large black diamond and the fist size gem worth 260.960 GP casts continual darkness throughout the room reducing
  light spells to half normal value and causing all
  below third level entering the temple to save for Sleep.
  Four flying
  snakes guard the temple;
  AC 7,
  HD 3,
  HTK 9—4-5-7.
  The north door is guarded by 2 Spectres AC
  2
  HD 6,
  HTK 20—34.
  The east door is guarded by 2 Wraiths,
  AC 5,
  HD 4,
  HTK
  14-20.
  The Nest door is guarded by 2 Vampires,
  AC 2,
  H0
  7
  & 9,
  HTK 28-40.
  The secret door on the south leading to the
  treasure room is guarded by 4 Vampires,
  AC 2,
  HD 7,7,8 & 9,
  HTK 21-28-30-45.
  The throne of Angall is made of Mithril
  and Adamanite, valued at 1,450,000 GP but to heavy for 8 strong men.
  The altar of Impending Damnation is located 40'
  from the south wall.
  Those who come in contact whith it must save vs.
  poison or are rendered in a coma for 6-8 days.
  This effect can be reversed by a neutralize poison spell if done in 12
  turns.
  Players with a constitution less than
  7 will
  remain in this state for 6-8 weeks, if below 5, they will suffer
  death.
  22
  The Treasure Room
  In the hallway leading to the treasure room are two Basilisks,
  AC 4,
  HD 6,
  HTK 24-30.
  The treasure room doors are
  guarded by the four Garbon sisters who are medusae,
  AC 8,
  HD 4,
  HTK 22-30-18-14.
  Amma, the third sister has a ring
  of spell turning.
  The doorway is almost blocked by several stone figures
  (many more have been sold to traders as fine
  statuary).
  Here, there is a large eye on the floor in front of the doorway.
  If this eye is walked over, it will turn
  the victim to stone.
  In the center of the room, lays the sum total of three dragon hordes, about 30x60'
  in size.
  Those who view the horde
  .shall fight at a +1 to their attack mode.
  
  DUNGEON LEVEL FIVE
  1
  This room appears to be empty except for
  a white porcelain chest against the far wall.
  0n the ceiling above
  the
  entrance is
  a huge Black Pudding;
  AC 6,
  HD 10,
  HTK 42; which will
  drOp down to block the door once everyone has
  entered the room.
  Within the chest is
  a +3 Law-good sword which always glows a faint pink color and grows brighter in
  the presence of chaotic types.
  A kitten with pale pink fur lies sleeping on the sword and will attack any chaotic which
  attempts to take the sword;
  AC 4,
  HD 1,
  HTK 6; with a poisonous bite which induces sleep
  ( 2-12 rounds
  ) no saving throw.
  The cat will follow any sword-bearer and protect the sword if it is seperated from wielder.
  2
  Just outside the door lie two badly charred arcs and the still
  smouldering door is ajar being seperated from
  the hinges at the top.
  The sound of ringing iron comes from the room where two mages are engaging in
  a duel of spells.
  Kow Klaftarn,
  a lawful-evil
  man dressed in a grey robe fringed with miniature skulls, is waving his hands in a strange
  pattern; AC 9. HD 7, HTK 18.
  Nonchaic the Reluctant;
  AC 9.
  HD 6. HTK 13; a neutral mage dressed in a blue robe is
  changing to an air swimming tiny fish.
  Nonchaic will aid the party if he is assisted although the battle prevents him
  from diverting his attention long enough to ask for help.
  They are fighting over a docile lizard; AC 8. HD 3,
  HTK 10;
  which is 2' high and 8' long because it is trained to act as a pack animal
  and can sing bardic songs like a parrot.
  3
  Running out of the room is a Rust Monster being chased by a giant spider;
  AC 4,
  HD 7, HTK 24.
  Within the room
  is the spider's lair and several
  egg sacs.
  High in the web in the south-east corner of the room is a dead fighter which
  is wrapped in spun webbing and he still wears a suit of +1 plate-mail.
  Beneath the web is another spider;
  AC 4,
  HD 3.
  HTK 15; which will spit webbing at anyone entering the room.
  4
  Just before the party enters the room,
  a small child will
  step out and fearfully tell
  them that he and his
  mother were captured by a party of arcs in a small village and taken here to be traded to an evil wizard.
  The boy has
  slipped through the bars of the cage in the room where his mother is silently awaiting the wizard's return.
  Located
  in the center of the west wall is the cage and a very thin peasant girl wearing rags.
  The villagers offer to open
  a secret panel behind which is a Potion of Healing, a pouch of gems worth 895 GP, and a Ring
  of Read Languages.
  They
  are actually Rakshasa; AC -4.
  HD 7,
  HTK 28.35; and will journey with the party until
  an opportunity tosurprise attack:
  5
  This semi—cavernous area is home for a fire-breathing three-headed hydra;
  AC 4,
  HD 6. HTK 36, Breathes 3'X20‘
  for 2-12 Damage; which is rummaging through
  a large metal trunk.
  Inside the trunk is
  a crystal ball, 1450 CP.
  1200 SP,
  255 GP,
  a gold tea pot worth 460 GP,
  a Deck of Many Things, and a Javelin of Lightening Bolts.
  A female slave;
  AC 9.
  HD 0. HTK 2; stands beside the hydra with a large silver tray
  ( worth 710 SP
  ) loaded with skinned rats and small lizards.
  The girl. Lissiena, is forsaken by a former friend which traded her to the dragon for a book...The Chronicles of Former
  Treasures and Lost Empires of the Hinterlands.
  She will
  lead the party to his manor if they help her escape.
  6
  A magic mouth will warn of any intruders which enter the north passage and
  a thief;
  AC 7,
  HD 4.
  HTK 12, sword
  armed is guarding the other entrance.
  Tied with their hands behind their backs and suspended from the ceiling is three
  halflings; AC 9.
  HD 4-3-5,
  HTK 26-14-38; which have just been robbed.
  Two thieves;
  AC 6,
  HD 5—5, HTK 12-15. sword and
  dagger armed; are dividing up their spoils:
  A Scroll of Three Spells; Fire Ball, Hold Monster, and Charm Person; 610 GP;
  and a Chime of Opening.
  A Druid;
  AC 2.
  HD 5,HTK 18, dagger armed; is sound asleep on a makeshift pallet against the far
  wall.
  He has on Bracers of Defense AC 2 and a +1 Mace is in his leather bag.
  7
  The large double doors are Wizard Locked and a Troll;
  AC 6,
  HD 6+3,
  HTK 25; watches for the approach of the
  god "Regjherbal the Lord of Three Deaths“
  ( the hydra in the cavernous room 5
  ) at the other entrance.
  Six fighting men
  with swords raised high in the air are standing in the center of the room.
  Cracolf Wolfrunner is the leader; AC 0.
  HD 5,
  HTK 48, armed with a +1 Neutral
  sword; and his underlings stand transfixed and chanting;
  AC 4,
  HD 2.
  HTK 7-5-3-11-9.
  The
  Evil High Priest Arinloge;
  AC 7.
  HD 9,
  HTK 53, armed with a Staff of Striking; is standing at the far end of the room
  near an altar.
  0n the altar is a scroll of meaningless symbols and concealed within the altar is a Potion of Extra-Heal-
  ing. four pieces of jewelry worth a total of 3,860 GP. a gold helm worth 980 GP, two gems worth 450 GP each. and a sack
  filled with 340 SP, 220 GP, 35 EP, and a unicorn's horn worth 3,200 GP.
  8
  The rotting remains of many fighters and other undescribable inhuman corpses fill this room knee deep.
  On
  the walls are scenes of terrible carnage and a warning to tomb robbers in many languages.
  The whole room acts as a one
  way teleport for any badly mutilated victims within three miles and on another plane of existence.
  Nothing of real
  value can be found in the room except broken weapons.
  
  Level
  5 Continued
  9
  This dusty room is filled with ornate carvings and statuary for the remeberance of long dead kings and wizards.
  The chamber is known as the “Halls of the Dragon-Kings“ in local
  legends and it is told that only the mightiest and most
  wise of ancient times were buried there amidst their splendor.
  The double iron doors are Wizard Locked and a Symbol of
  Fear is located above the arched entrance.
  Enlaid in the tiles in front of the doors is an inscription in an unknown and
  very old language...”Lament the mighty which now are gone,
  To victorious battles which can't be seen,
  In the shadows of
  the horn, Gilded stirrups the Demon-tooth keen.
  He who moves with mirth and flickering phantom, False seeming haze and
  freezing sword so thin,
  The Scandalmonger with charm and philter, Unmoving caged unspeaking yet awake within.
  One only
  sleeps and waits the call, To ride again on winged beast, The elder—giant King of Day, Hungering for a deathless feast.
  Two are doubly cursed, Three are tripled, Venture forth alone, Or be forever crippled. Kith of the Swirling Horde".
  In
  the first 20' adjacent the doors is a deadfall trap which is triggered by the weight of two or more men which causes a
  20'
  x 40' black of stone to drop rapidly blocking the exit ( it requires a strength 40 to move the stone one inch ).
  The weight of three men will cause a 30' deep pit to Open under them and the aforementioned block will tumble into the
  pit ( damage 30-180 pips ).
  Mounted in the center of the room is a single Tricerotops horn which casts a double shadow
  on the two secret passages in the southeast and southwest corners of the hall regardless of the position of the light
  unless the source is moved south of the horn which then casts no shadow at all.
  Two Spectres; AC 2,
  HD 6,
  HTK 31-42;
  guard the hall
  and the statuary increases their chance to surprize the party +1.
  Lattice alcove arch over the statues
  of exotic colours and small shelves extend outward containing urns with ashes in them.
  Some have miniature fountains
  with perfumed waters still flowing.
  Ten of the urns are siver with gem encrustation worth 430 GP each and one is gold
  worth 1,780 GP filled with Dust of Disappearance.
  The statue of an Altanian princess has a tiara made 333 pearls worth
  10 GP each.
  A -3 cursed sword is held by the statue of a boy with a wicked grin on his face.
  At the south end of the
  hall
  a winged giant lizard of very powerful appearance;
  AC 2,
  HD 6,
  HTK 34; that gives no indication of life unless
  called by name by his master, Stangroth Elder-Giant...located in room 16...on a dais 20'
  from the south wall.
  10
  A once powerful wizard is entombed along the east wall.
  His body is badly decayed but the head is as healthy
  as the day he was first laid here.
  In fact, his mind is quite active and he is forced to amuse himself with projected
  illusions which can do no harm except to confuse and frighten creatures within 300'.
  Although he can read thoughts, Sarn
  the Scandalmonger cannot see through others eyes and therefore has some difficulty making his illusions appear in the
  prOper position and they are frequently ruined in effect by walking partially in walls, off the floor, or tilted at
  odd angles.
  Persons nearing the secret entrance to his tomb are bombarded with images to distract them.
  Within 10'
  of his body, Sarn can cast the spell Suggestion...twice a day.
  A rapier which can cast one Cold Spell
  a day is mounted
  on the wall
  above the body.
  An amulet of no value,
  a Scroll of Charm Person, and a Philter of Monster Control floats
  above the foot of the sarcophagus.
  The lid itself is poison trapped
  ( Class
  3
  ) and within is a crumbled book,
  a ring
  worth 2,420 GP, two vials of perfume, withered flowers,
  a belt of opals and amber stones worth 5,150 GP, a cap that
  changes color every turn, several castings of miniathre dinosaurs in bronze worth 2,040 CP, and an ebony fly.
  Carved on
  the bottom of the sarcophagus under the body is a message in Explosive Runes...“If you can read this, your too close.
  11
  The tomb of King Ceniltac of
  the Desolation is filled with the accouterments of war.
  Down the long passage
  leading to the chamber hangs the shields of his liegemen emblazoned with different animal symbols and their weapons, huge
  swords with jagged edges.
  The last two shields flanking the entrance will ring like gongs when anyone approaches within
  10'
  and an eerie pale green glow will fill
  the chamber.
  The mummified king sits on
  a large bronze throne
  ( worth 158,000
  CP
  ) which has 340 rubies worth 40 GP each embedded in it and the king wears
  a silver crown surmounted by a single tiger
  eye gem worth 1,840 GP.
  One eye of the dried -up inert corpse will turn to follow the movements of the party members and
  should the eye or the king be disturbed in any manner the treasure at his feet will assume
  a
  shape like the kings and
  armed with the huge sword
  ( worth 1,250 GP
  ) in the pile;
  AC -4,
  HD 6,
  HTK 40,
  Damage 1-10; and attack the intruders.
  The treasure consists of 17,400 CP, 18,630 SP, 3,120 GP,
  15 PP,
  35 gems
  @ 20 GP,
  34 gems
  @ 50 GP,
  12 gems
  @ 80 GP,
  18 gems
  @ 150 GP,
  3 gems
  @ 200 GP, a necklace worth 1,040 GP, 24 bronze rings
  @ 140 CP, and a gold enlaid breastplate worth 1,800
  GP.
  Rotting tapestries cover the walls concealing highly poisonous red spiders which will only attack if frightened by
  rapidly uncovering them;
  AC 3,
  H0 0,
  HTK 1-1-1-1, Class 5.
  Ten silver
  swords worth 65 GP each, two battleaxes, five normal
  shields,
  a flail,
  a +3 shield, six daggers, four scimitars,
  a pair of silver spurs worth 160 SP, and a helm is arranged
  along the north wall in racks.
  A ragged battle banner and a set of plate-mail stands against the northeast corner.
  12
  Above the arched entrance to this tomb is the inscription "Avaskilee' Protector of the Realm-Sword" and beneath
  the inscription a has-relief of a sword surrounded by a ring and a flower on each side.
  Within the chamber, a huge stone
  sarcophagus stands against the north wall, two bronze chests worth 64,000 CP each line the east wall, and a round marble
  table stands in the center of the south wall.
  The center of the marble table containers a golden bubble that is trans-
  lucent enough to reveal
  an ornate sword ( +2 Law Sword with Charm Person ability once per day worth 23,000 GP ).
  Any
  attempt to touch the sword without following the prooer proceedure
  ( Placing two bronze flowers on Opposite sides of the
  table
  ) will result in progressively greater damage...1-6,2—12,etc...with each attempt.
  The bronze flowers are held by
  the mummy; AC 3,
  HD 6,
  HTK 32; in the sarcophagus.
  In the chest on the left is 12.700 CP,
  a bronze helm of Chaos/Law,
  . and a bronze urn filled with poison Class 4.
  In the chest on the right is a Scroll of Protection from Demons, a bronze
  tablet inscribed with the location of an ancient copper mine and temple 120 miles south, a mandolin, and a bronze crown
  encrusted with gems worth 4,370 GP...studded with tiny poison needles Class 3.
  -26-
  
  35'
  FORTRESS BADABASKOR LEVEL 5
  SO'PerInch
  2+—
  40'
  25'
  IIHIHIHIHIHIIIWI
  +
  To
  4th
  Level
  75'
  -‘
  '
  3
  120'
  60x55'
  150'
  a
  1
  120X90'
  U
  -
  75'
  40x40'
  130'.
  220:
  120X70'
  
  -__—.—-w_u_‘
  ____—‘,.—,_
  V
  —
  Fifth Level Continued
  13
  "Torrangana, Wizard of the Black Talons" reads the inscription above the double locked door to this tomb.
  Over
  the short entranceway are many symbols of protection and a warning in high-elven reading "Leave the dark unslain, Or the
  Terror will
  become your bane!"
  In the center of the room is a granite dais three foot high and oval
  in shape.
  Chained
  on the dais is
  a reptile-like human;
  AC 3,
  LVL 12, MU; which will regenerate one point for every shadow which is slain.
  The wizard is covered with cob-webs and wears an Amulet of ESP worth 2,100 GP.
  About the chamber are 142 purple eggs
  which contain one Shadow each, four broken eggs; and four Shadows;
  AC 7,
  HD 2+2,
  HTK 14-9-12—8.
  In the pile of eggs are
  a
  Wand of Cold and a Staff of Power, each topped with a long black talon.
  14
  The passage leading to this chamber is filled with paintings extolling the virtues of Makel the Sage entombed
  there.
  On the west wall is a small eternal flame which emits a lilac smell
  and reddish light.
  Encased in a crystalline
  coffin, the body appears fresh as the garland of roses on his head.
  If the coffin is cracked, the contents will crumble
  to dust and fill the chamber in two rounds as Poison Class 2.
  A large cabinet of teak wood centered in the south wall
  is labeled "For Future Crises”.
  In the top drawer is a Tome of Clear Thought, in the second is a Scroll of Commune, and
  in the bottom most drawer is a pouch of 340 varieties of flower seeds.
  A similiar cabinet on the north wall is Tabled
  "For Future Imperialists".
  In the top drawer is a Gem of Brightness. in the second is a pair of Bracers of Defenselessness,
  and in the bottom drawer is a pouch of Dust of Sneezing and Choking.
  15
  The damp tomb of King Briadsum has been invaded by two Ochre Jellies; AC 8,
  HD 5, HTK 17-28;which have all
  but consumed the viking longship in which the king was buried.
  The king's skeleton wears a Necklace of Strangulation,
  a +2 Neutral
  sword in a jewelled scabbard worth 6,700 GP, Boots of Travelling and Leaping, and a plain iron helm with
  dragon teeth embbeded in the crest.
  He lies on a six foot diameter giant shield and forty other plain shields litter the
  floor on each side of the ship.
  A large iron pot covered by the tattered remains of furs contains 12,280 CP, 4,520 SP,
  610 GP,
  a gem encrusted coronet worth 3,450 GP, an ivory mirror worth 1,670 GP, a golden clasp and ruined war cloak worth
  80 GP, and two sapphires worth 1,400 GP each.
  In the collapsed wooden prow are four other skeletons wearing scraps of
  wool
  and white leather.
  Around each skeleton's neck is a gold neckring worth 1,440 GP and silver buckles worth 60
  SP
  each lie inside the rib cages.
  Ten very potent bottles of wine sealed with wax;
  PROB of Drunkedness
  90% per sip; are all
  that remain of hundreds of others ruined by the collapsed stern of the ship.
  16
  Stangroth the King of Day, Elder-Giant, Last of the Death-stalkers, and Karlain of the Swirling Horde are the
  relief inscriptions carved in the walls of the passage leading to this chamber.
  Within a dust-filled stone box lies an
  eight foot reptile-like human with a scaled tail and very powerful limbs;
  AC 2,
  HD 10,
  HTK 67; armed with a large morning
  star.
  He wears
  a green leather harness, gold spurs worth 280 GP each, and a silver flask filled with a Potion of Healing
  worth 210 SP.
  Two rounds after uncovering his face, Stangroth will
  awake with a yawn exposing two vampire-like fangs.
  He will roar with hunger and immediately seek to drain the life force of any undead beings
  he can find, disregarding all
  else.
  The dust in the box places any creature in a hibernating state if completely covering the creature.
  The speech
  of humans is irritating to Stangroth and he must return to his box within four weeks.
  17
  This chamber is lined with the statues of many demons and in the center of the room a large bronze case is
  resting on
  a marble base.
  A gold plaque
  ( worth 1,250 GP
  ) on the base states that Ranmondern the Dragon-King was slain
  by a hundred foot demon.
  Within the case is Ranmondern still dressed in +2 platemail, +3 shield, and armed with Demon-
  Tooth;
  a +3 Lawful
  sword which can turn demons to stone on
  a natural die roll of 20.
  Four type III demons will
  appear
  within 1-6 melee'
  rounds of anyone touching the weapon; AC -4,
  HD 10, HTK 36-48-53; and attack the party.
  If any are
  turned to stone, the demons will all disappear.
  18
  The passage leading to the tomb of Tulkanditaz the Great, Wizard-King of the Dragon-People, is lined with
  four magic mouths on each side which will warn the party not to touch anything within unless the master allows them
  to, to bow low upon entering, to crawl forward reverently and speak in whispers their requests.
  Tulkanditaz is seated
  on a gold and silver throne worth 28,500 GP and wears a large gold mask encrusted with gems worth 8,960 GP, gold plate-
  mail worth 6,030 GP, and holds a Staff of Wizardry with 46 charges left in his right hand a crystal ball with clair-
  audience ability in his left hand.
  The gold mask will answer one question for each person in the party as long as it
  is on the body with 90% accuracy.
  Requests for items will
  be answered by telling the questioner where he must go to
  obtain the item.
  Any single item taken from the tomb will
  assume the form of a Troll;
  AC 4,
  HD 6+3,
  HTK 26; which will
  attack until killed and then regenerate back into the form of the original item.
  At the feet of Tulkanditaz rests a
  Book of Infinite Spells,
  a +1 feather-tufted spear,a gaming board of inlaid ivory worth 1,190 GP,
  a +1 gem—hilted dagger
  worth 3,040 GP,
  a black marble bowl for controlling water elementals worth 2,650 GP,
  a Potion of Speed,
  a Potion of ESP,
  a Potion of Animal Control. and a Scroll of Protection from Lycanthropes.
  A chest with 45 fireworks rockets stands in
  the northeast corner of the room.
  Should any trolls survive, they will return to the chamber and resume the original
  shape of the item taken.
  
  19
  Only unarmed individuals can enter the enchanted door to this chamber which is surrounded by very thick
  crystalline walls on the south and west which can absorb 320 pips of damage before cracking. Thousands of books.
  scrolls. tomes, manuscripts, manuals. codex, tracts. tablets,
  and stacks of papers fill the shelves 36'
  high on the
  north and east walls.
  These will crumble to dust if the walls are cracked.
  At a small table a taciturn little old
  man; AC 9.
  LVL 13,
  MU,
  HTK 29; is writing with a stylus by the light of a large candle.
  He will
  inform anyone enter~
  ing that they must make no noise what—so-ever and all
  papers must remain in this library.
  There is a cumulative 05%
  chance per turn of searching that a magical
  book is found
  ( Refer to Greyhawk Table V, page 46
  ) and an equal chance
  that the closed—mouthed old man is angered and orders the individual to leave.
  If the old man is killed the walls
  will crumble.
  Attempts to steal
  books will
  anger him is he notices
  PROB 20% per occurance.
  The old man has inscribed
  a Symbol of Stunning on a scroll laying face down on the table.
  He will permit nobody to move behind him and no more
  than three individuals in the room at any one time.
  
  .7
  ”hie——
  "
  r1—
  151 LEVEL ALTERNATE DESCRIPTIONS
  This room has a sweet smell to it and wild music echoes off of the bright green walls.
  A large yellow
  marble tulip stands in the center of the room containing a bellydancer with a 950 GP emerald in her navel.
  The girl's
  eyes cast a charm spell once per melee round and persons falling under this charm will
  immediately begin dancing themselves
  to death within one minute per constitution point.
  The girl cannot be touched and isn't affected by any spell except a
  Remove Curse which will cause the gem to fall to the floor and the tulip with the dancer to disappear for three days.
  Water drips from the ceiling into a well containing a nixie;
  AC 7,
  H0 1,
  HTK 5; and a huge clam with
  a
  L 240 GP pearl inside.
  The nixie has a pet octopus;
  AC 9,
  HD 2,
  HTK 7,
  1- 6 Tenacles 1- 3, Beak 1- 2; which will attack any
  with the temerity to threaten her.
  A troll; AC 4, H0 6+3, HTK 27; is standing between two broken pillars poking at a small white dove in a
  golden cage worth 1,400 GP. suspended from the ceiling.
  The dove is a polymorphed princess of a distant land.
  Ten large potted plants; AC 9,
  HD 1, HTK 2; with large red leaves and blue stems are being watered by an
  old man of small stature; AC 9.
  HD 3,
  HTK 14, unarmed; in a brown robe and plumed hat.
  The plants will spit poison two
  feet; 2- 12 damage if saving throw is missed; and the mute little man will
  use victims as fertilizer.
  A giant snake; AC 4,
  HD 4,
  HTK 14; is wrapped around a wooden pole hissing at an orc; AC 6,
  H0 1,
  HTK 8
  sword armed; which has climbed the rough stone wall to reach a silver candle holder in the shape of a snake worth 516 SP
  hanging from the center of the ceiling.
  This rooms floor appears solid but is in fact a soft wet mud which immobilizes anyone stepping on the surface
  within two melee rounds and will slowly pull
  them completely under in 10 melee rounds.
  The heads of two dancing girls will
  go under in four melee rounds and they are screaming with terror. It takes a combined strength of 24 to pull anyone out.
  ___
  Three thieves; AC 7,
  H0 2,
  HTK 6-3-5, sword armed; sit at a table gambling as a wild pig roasts in a pit.
  Each tief has 22 GP on their person and a small cask on a shelf contains
  135 SP.
  The cask is poison trapped.
  Three gnomes;
  AC 6,
  H0 1,
  HTK 3- 5- 3, sword armed; have tied an elf to a stake and covered him with oil.
  Two of the gnomes have a lighted torch and are questioning the elf.
  The elven chainmail, shield, and sword are thrown
  on a heap of refuse in which two rats are rummaging.
  2ND LEVEL ALTERNATE DESCRIPTIONS
  A large, round and smooth marble cylinder has been placed in the middle of the room with grey
  ooze covering
  —it,
  3 HD,
  17 HTK, AC8.
  An open chest with a black pearl in it (worth 3000 GP) is behind a painting
  of a giant black horse, which is propped against the wall.
  Smoke coming up from the doorjamb, behind which can be heard barking and growling.
  Three hell-
  hounds,
  3 H0,14-9- 12 HTK, ACS, are feasting on two orcs that they have captured.
  The whole room is charcoal black
  and a trunk with 6000 GP is by the door burning.
  Mirrors cover the walls of this room, making it seem larger than it is.
  An enchanter, 4 HD,
  16 HTK,
  A09, is sitting at a round iron frame table concentrating upon a crystal ball.
  Behind the door is a charmed spotted
  lion,
  3 HD, AC5, 12", guarding the entrance.
  A small hobbit, 1-1 H0, 4 HTK, AC7, Dagger, wears a ring with the eye of a cat, holds a stone of
  controlling_
  air elementals over his head.
  Two other hobbits, 1-1 H0, 6-3 HTK, AC7, Swords, are sitting in large
  black chairs smoking their pipes and watching their friend who is chaotic.
  Though their feet do not touch the ground
  they seem quite at ease.
  .
  ___,
  A troll, 6+3 H0,
  31 HTK, AC4, is trying to catch two rats running for a small hole with gold pieces
  in their mouths.
  A small locked trunk has had a new opening chewed in it and contains another 750 GP.
  
  3RD LEVEL ALTERNATE DESCRIPTIONS
  A dwarven cleric,
  6 HD,
  AC 9,
  HTK 21, in a long black robe is standing over an unconcious gnome who
  is strapped to
  a small cot.
  Two dwarven assistants,
  1
  HD,
  HTK 7-6,
  AC 5, hammers, are pouring boiling oil
  on the
  gnome' 5 feet.
  The room has
  a large pot with
  a fire under it and boiling oil
  in it.
  Three shelves are on the wall
  holding a jar of blood, six lizard toes, three books,
  a bag 09 owls eyes and a potion of healing.
  Six red-~eyed frogs are on a small altar and three frogmen,
  2 HD,
  HTK 12-8-11,
  AC 7, swords, are on
  their knees kissing the floor.
  Each frogman has
  a silver necklace with frogs carved all over it worth 950 SP each and
  a long green robe with a frog' 5 head on the front.
  A square pit in the middle of the room has
  a blue fog issuing forth from it and within its azure cav-
  ity contains
  a silver statue of a sage with seven eyes worth 1800 SP.
  Two men,
  3 HD, 12- 16 HTK,
  AC 4, spear and sword,
  stand guard beside the pit.
  The fog spreads throughout the room and the longer someone is in the room the thicker the
  fog gets.
  The second turn spent in the room, one will
  see only with great difficulty, so that on the third turn, Hit
  Probability will receive a -1 per turn, accumulative, thereafter.
  The guards are not affected by the fog.
  The room is very dark and cold.
  Stale straw is strewn about and before a dusty table stands two
  huge stuffed hell hounds, eyes flashing due to the gems set there (each worth 100 GP).
  If any light pierces the dark
  ness,
  two Shadows, 2+2 HD,
  10-8 HTK, AC7, touch/1
  STR point (loss effective for 8 turns or if reduced to 0 STR, victim
  becomes
  a Shadow), lay on the floor behind the hell
  hounds, waiting for a chance to surprise any walking around the
  table.
  Two zombies,
  1
  HD, 4- 6 HTK, AC8, stand guard by the door which is warm to the touch.
  The room it-
  self is hotﬂ
  owing to the three large pots which are boiling over and raging fires underneath them.
  In the dancing fire-
  light a young witch,
  5 HD,
  17 HTK, AC9, with long jet black hair and purple silk hooded dress has her back to the door,
  and is pouring a potion (of healing) into a cage on the floor that has
  a 2' high, wounded miniature pegasus (fully
  grown),
  1+1
  HD,
  5 HTK,
  AC6.
  There are two more potions of healing on a shelf above the cage.
  41H LEVEL ALTERNATE DESCRIPTIONS
  Three Wererats,
  AC 7,
  HD 3,
  HTK 19- 16- 18, daggers, posing as apprentice magic- users, purport to know
  where a powerful Staff is located but want help in getting to it since it supposedly requires crawling through a long
  cramped tunnel— which in fact is where they store their kidnap victims who have fallen for the story.
  If too many of
  the party want to go along, they will attempt to abort the venture due to the horrible guardians to be met with- in
  fact they will not attempt to backstab more than two rubes at a time.
  Ransom offers are up to the referee.
  ENCOUNTCQ
  «Inn
  A
  BLACK PVDDMJG
  
  010
  820
  87
  109
  114
  1 1 7
  124
  190
  210
  260
  460
  560
  630
  650
  660
  670
  750
  IT?!)
  FIRST FANTASY CAMPAIGN ............... $7.90
  WILDERLANDS HEX SHEETS .............. 33.00
  SEA STEEDS & WAVE RIDERS .............. 86.50
  WAR CRY ........................... $4.00
  FLOTILLA ONE ....................... $5.00
  TREASURY OF ARCHAIC NAMES ............ $4.95
  CASTLE BOOK II ...................... $3.00
  THE FANTASY CARTOGRAPHER'S FIELD BOOK .
  . $3.98
  LASER TANK ........................ $1.50
  THE ASTROGATORS CHART BOOK .......... $3.90
  TEMPLE BOOK I ....................... 33.00
  RAVENSCRAG. ...................... $10.00
  THE FIELD GUIDE TO ENCOUNTERS ........ 312.00
  TOWER OF INDOMITABLE CIRCUMSTANCE ..... $4.98
  MASTERS OF MIND................. . . . . 37.90
  RESTORMEL ......................... $5.90
  F'DECH FO‘S TOMB. . . . ................. $2.00
  GLORY HOLE DWARVEN MINE ............. 33.93
  FANTASTIC PERSONALITIES .............. 55.90
  HEROIC EXPEDITIONS .................. $3.98
  APPROVED FOR USE WITH 08.0 m
  OUNGEON TAC CARDS .................. $3.95
  READY REF BOOK ..................... 52.99
  TEGEL MANOR ....................... $4.50
  JUDGES SHIELD....... ................ $1.98
  MODRON ........................... $350
  CHARACTER CHRONICLE CARDS ........... $1.90
  CAMPAIGN HEXAGON SYSTEM . ............ $2.50
  WILDERLANDS OF HIGH FANTASY ..... . . . . . $8.50
  THIEVES OF BADABASKOR ............... $3.00
  GENCON Ix DUNGEON .................. $3.50
  VILLAGE BOOK I. . . . . . ................ $2.75
  CASTLE BOOK I. . ..... . ............... $2.35
  ISLAND BOOK I ....................... $2.75
  CITv STATE OF THE lNVlNCIBLE OVERLORD
  .
  . .sa.00
  CITADEL OF FIRE ..................... $3.00
  FANTASTIC WILDERLANDS BEYONDE ........ $8.00
  FRONTIER FORTs OF KELNORE ............ $3.00
  DRAGON CROWN. ..................... $1.75
  OF SKULLs AND SC RAPFAGGOT GREEN ....... $4.50
  WILDERLANDS OF THE MAGIC REALM ........ $8.50
  UNDER THE STORM GIANT'S CASTLE......... $3.00
  SURVIVAL OF THE FITTEST............... $3.50
  CAVERNS OF THRACIA .................. $6.50
  VILLAGE BOOK II ..................... $3.00
  VERBOSH........................... $650
  MINES OF CUSTALCON .................. $3.95
  BOOK OF TREASURE MAPS ............... $3.95
  SWORD OF HOPE ...................... $3.00
  TOWER OF ULISSION ................... $3.00
  CITv STATE OF THE WORLD EMPEROR ...... $12.00
  SPIES OF LIGHTELF .................... $435
  WILDERLANDS OF THE FANTASTIC REACHES. . . $3.50
  BOOK OF TREASURE MAPS II .............. $3.95
  UNKNOWN GODS ...................... $6.00
  APPROVED FOR USE WITH ADIID tm
  CHARACTER CODEX.................... 34.50
  DARK TOWER ........................ $5.50
  OPERATION OGRE ..................... 33.25
  MALTESE CLUE ....................... $4.00
  TEMPLE OF RA ACCURSED BY SET .......... $2.00
  ESCAPE FROM ASTIGAR'S LAIR ........... 42.00
  THE TREASURE VAULTS OF LINDORAN. . . . . . 44.00
  INFERNO ........................... $538
  PORTALS OF TORSH.................... $3.98
  BOOK OF RUINS ...................... $4.00
  PORTALS OF IRONTOOTH ................ $3.93
  THE QUEST FOR LARA-S TOWER ............ $3.00
  DRAGON'S HALL ...................... 53.50
  TRIAL BY FIRE ....................... $4.00
  zIENTECK .......................... $3.50
  HOUSE ON HANGMAN'S HILL .............. $3.95
  ILLHIEDRIN BOOK ..................... $3.95
  PORTALS OF TWILIGHT.............
  .
  . 44.93
  R. R. 8, Box 9, 1221 N. Sunnyside Road, Decatur, Illinois 62522
  APPROVED FOR USE WITH TRAVELLER Im
  TRAVELLER REFEREE SCREEN ............ $2.50
  TRAVELLER LOG BOOK ................. $3.50
  STARSHIP 8- SPACEL‘RAFT FOR TRAVELLER.
  .
  . .3550
  DRA'K'NE STATION .................... $4.95
  TANCRED........................... $5.98
  LEY SECTOR......................... $4.98
  DARTHANON QUEEN ................... $3.50
  50 STARBASES ....................... $5.98
  GLIMMERDRIFT REACHES................ $4.98
  DOOM OF THE SINGING STAR............. $11.98
  NAVIGATORS STARCHARTS............... $4.90
  CRUCISMARGIN......................$5.90
  GHOSTRING ......................... $5.90
  AMYCUS PROBE.............. . . . . ..... $5.98
  ROGUE MOON OF SPINSTORME....... .
  . . .
  .
  . $5.98
  SIMBASAFARI
  . ...................... $5.90
  PORT 0' CALL. . . ..................... $3.95
  MARANATHAoALKAHEST SECTOR. .......... $5.98
  APPROVED FOR USE WITH VILLIANS In VIGILANTES tm
  580
  BREAK IN AT THREE KILOMETER ISLAND
  . . . . 33.00
  APPROVED FOR USE WITH RUNEQUEST GATEWAY trn
  107
  116
  170
  220
  310
  380
  BROKEN TREE INN.................
  .
  . . . $4.00
  THE HELLPITS OF NIGHTFANG ............. $3.00
  RUNEQUEST SHIELD ................... $2.50
  LEGENDARY DUCK TOWER ............... $5.98
  CITY OF LEI TABOR .................... $7.98
  DUCK POND .
  . . ...................... $5.98
  APPROVED FOR USE WITH CHIVALRY I: SORCERY tm
  250 C 8: S SHIELD ........................ $3.00
  APPROVED FOR USE WITH TUNNELS In TROLLS tm
  400 THE TOUGHEST DUNGEON IN THE WORLD .
  .
  .
  .
  . $4.00
  APPROVED FOR USE WITH SUPERHERO 2044 trrl
  430 HAZARD ........................... $2.00
  540 NIGHTMARE MAZE OF JIGRESH
  .
  APPROVED FOR USE WITH
  EMPIRE OF THE PETAL TH RONE tm
  ........... $2.00
  PEGASUS
  S 3 .00 per Issue
  THE DUNGEONEER JOURNAL
  Back Issues Available
  $2.80 pat Issue
  THE JUDGES GUILD JOURNAL
  Back Issues Available
  $2.80 per Issue
  THE DUNGEONEER
  BaCk Issues Available
  $2.80 per Issue
  73 THE DUNGEONEER COMPENDIUM OF 1 - 6...... $2.50
  31110925 (ﬁuilh
  
  .1.r..lkp.
  1i!
  i
  Sluhgw ($11
  
SOURCE: textdata/thevault/Judges Guild (osr)/Judges Guild The Thieves of Fortress Badabaskor.pdf