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  The Spider Farm
  by Stuart Marshall
  An AD&D Mini-Adventure for 4–8 1st-Level Characters
  Design & Typesetting: Darren J. Bellisle / Artwork: Peter Bradley / Cover Art: Nicole Cadet © 2003
  
  The Spider Farm
  1 square = 10 feet
  Above-ground 
  areas drawn in solid 
  lines and keyed 
  alphabetically.
  Below-ground areas 
  drawn in dashed 
  lines and keyed 
  numerically.
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  ank you to the Grognard’s Tavern for much help and 
  support in the development of this adventure. Visit the 
  Grognard’s Tavern at http://grognardstavern.proboards29.com.
  Unlike most maps, the spider farm has two keys. e first 
  key is for use if the spider farm is visited either before or after 
  the shadow goblins invade it. e second key is for use during 
  the actual rescue.
  Full stats for shadow goblins are provided later in the 
  adventure. When the shadow goblins attack the spider farm, 
  one of the farm workers escapes and runs to a nearby town to 
  give warning and ask for help. is is how the player characters 
  are introduced to the adventure.
  Above-ground areas are designated by letters; underground 
  areas (basically the spider tunnels) are designated by numbers.
  First Key: The Spider Farm in the Hands of 
  Humans
  Spider Farm Roster
  Name
  Level
  HP
  AC
  Alignment
  Ulayah Reyn
  0
  3
  10
  LN
  Heri Reyn
  0
  2
  10
  LN
  Farm workers (26)
  0
  3
  10
  LN*
  *With a couple of exceptions.
  Ulayah Reyn is the farm’s owner. He is a -year-old human, 
  and immensely fat. He is mainly concerned with business, and 
  if encountered prior to the shadow goblin attack, he will be 
  very suspicious of people who approach his farm in armour or 
  bearing weapons.
  Ulayah has a massive prejudice against anyone who asks him 
  about spider poisons. He will refuse to deal in poisons from his 
  spiders or to give any information about the subject. If pressed 
  about this, he will become hostile.
  Heri Reyn, Ulayah’s daughter, is  years old and rather 
  plump, although she’s nowhere near the size of her father. She’s 
  desperately bored with life in a farm village, and she will be very 
  interested to talk to visitors from elsewhere. She will listen to 
  tales of adventure with wide eyes for hours on end.
  ere are  workers on the farm (a spider farm takes a lot 
  of manpower). ey are generally taciturn and will direct any 
  enquiries to Ulayah, who handles visitors personally (he’s very 
  sales-minded).
  Area Key
  e Spider Pit: e spider pit is covered with a grill-work 
  of massive timbers (a foot thick) to prevent the spiders from 
  escaping. ere are hatches at both ends through which feed 
  can be thrown in, but when not in use these hatches are kept 
  weighted down with massive rocks ( Strength to roll them 
  aside, + Strength to lift one).
  ere are  large spiders in the pit. ey cannot escape, so 
  unless the player characters release them or physically climb 
  into the pit, they won’t be encountered. e “mother” is an 
  ancient and hugely fat spider who lives in her own cavern at the 
  bottom of the pit. She is even bigger than the normal “large” 
  spider and moves slowly owing to her bulk. She won’t come 
  out even if the rest of the spiders escape, being too old and too 
  comfortable in her nauseating lair.
  Large Spider Roster
  AC
  MV
  HD
  HP
  # Att.
  Dmg.
  Large Spiders (19)
  8
  6"*15"
  1+1
  5
  1
  1 + poison
  “Mother” (1)
  9
  4"*12"
  1+1
  9
  1
  1 + poison
  A—Pinstock Shed: A pinstock is a wooden pole with a 
  spiked end, resembling a very long-handled morning star. It 
  is used to collect spiderweb by inserting the spiked end of the 
  stick between the wooden slats and twirling it around.
  Pinstocks suitably laden with spiderweb are returned to this 
  shed and placed in a trough containing a specially-formulated 
  fluid. (e formula for this fluid is known only by Ulayah and 
  he will not reveal it.) After about eight hours in the fluid, the 
  web will have lost its sticky properties.
  is building will be filled with pinstocks which are either 
  soaking, or drying out. Once dry, the pinstocks are taken to area B.
  B—Weaving Room: Here is where the silk is removed 
  from the pinstocks, teased, and then woven into silken cloth on 
  gigantic looms. During the daytime it is a bustle of activity and 
  will contain d workers from the roster.
  C—Tailoring Room: Here, the woven silk is fashioned into 
  garments. During the daytime there will be d workers from 
  the roster working here.
  D—Warehouse: Bolts of cloth and finished garments are 
  stored here ready for sale.
  E—Sales Floor: is is where prospective purchasers are 
  introduced to the spider farm’s range of products. During 
  the daytime Ulayah will normally be here with d+ of his 
  workers. e cash register (a locked iron box, Ulayah has the 
  key) will contain d copper, d silver, and d gold at 
  any time; larger sums are stored in area J.
  F—Well.
  G and H—Feed Stores: e spiders are fed mostly on 
  goats and sheep. is area will contain hanging carcasses ready 
  The Spider Farm
  by Stuart Marshall
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  to dump into the spider pit. ere is a small chance (%) of 
  encountering a worker from the roster here.
  I—Stables: Ulayah’s horse and Heri’s pony are kept here. If 
  the farm has any guests, their horses will also be stabled in this 
  area.
  J—Ulayah’s Room: Ulayah sleeps here. His accounting 
  books are on the table, showing very limited profit, but these 
  are for the benefit of the tax collectors; in reality, the farm is 
  doing very well. ere is a loose floorboard under the bed 
  containing a box of  gold pieces. Ulayah’s real savings, 
  another  gp, are in a second box buried in the ground a 
  couple of feet underneath the first one.
  K—Heri’s Room: Heri sleeps here. Her room is very “girly” 
  and pink, heaped with lace and ruffles. She has several books 
  lying around (romantic poetry, trashy novels featuring willowy 
  elven heroines and their lovestruck swains, etc.) and these 
  would fetch maybe  gp each. She also has a silver inlaid comb 
  worth  gp and a bronze brooch worth  gp, but no actual 
  money (Ulayah doesn’t trust her with money of her own).
  L—Living Room: is is where Ulayah and Heri go to 
  relax. Important clients are also invited here. e room is 
  a showcase of spider silk-related products, with everything 
  imaginable being draped with cloth wherever possible.
  M and N—Dormitories: Ulayah’s farm workers sleep in 
  these buildings. Area M is for female workers and area N is for 
  male ones. During the night, all but d of the workers will be 
  here. Most of the bedrolls contain a few copper or silver pieces.
  O—Dining Hall: Here is where the farm workers go to eat. 
  It also doubles as a cooking area, and there will be d workers 
  here during the day, probably spit roasting an animal for later 
  consumption.
  P—Pantry: Food for the workers is stored here. e 
  building is kept locked and only the cook and Ulayah have 
  keys.
  Q and R—Dissection Area: Dead large spiders provide a 
  number of useful products which are prepared in these areas:
  •  eir digestive juices degrade flesh very effectively, and 
  a flask of the stuff can sell for  gp in a city (thieves and 
  assassins have uses for it, and it forms an ingredient in 
  the formula for several kinds of scroll ink and even a 
  couple of potions). Workers handling this stuff wear 
  heavy leather gloves!
  •   Spider poison also has uses as an ingredient in scroll 
  ink. Ulayah extracts it here, although he is careful only 
  to sell it to people he trusts to use it for that purpose. It 
  is stored in small clay flasks which are sealed with wax; 
  the poison will degrade within a couple of hours of the 
  seal being broken.
  •   Spider silk glands store the silk as a fluid. is 
  substance is one of the ingredients in the preparation 
  of a homonculus, as well as being an invaluable 
  component of several kinds of scrolls. is liquid is also 
  stored here.
  ere is a % chance that area R contains a spider carcass 
  which is being worked upon by a worker from the roster. e 
  flasks are all stored in area Q. If there is no spider carcass the 
  building will be locked.
  S and T—Latrines.
  Underground Areas
  e Spider Pit: If the characters actually climb down here, 
  they’ll find their movement (and visibility) is severely restricted 
  by the webs. Assume a maximum movement rate of " per 
  round in the web-choked areas, and visibility is no more than 
  that.
  e characters are very likely to try to respond to this by 
  burning the webs. is will only work up to a point. e pit is 
  far too moist and damp (the webs are beaded with moisture), 
  and contrary to what some AD&D players would have you 
  believe, webs don’t burn particularly well. (You can verify this 
  by taking a match to a spiderweb in your garden.) Flame will 
  char and crisp the webs it actually touches, but it certainly 
  won’t clear the whole pit in a huge blazing inferno! A party 
  which is clearing the webs using fire will be able to move at " 
  per round, but will receive no other advantage.
  Damage to the webs, whether by burning or by cutting, 
  will start to attract spiders in d rounds. Remember that the 
  spiders can move very quickly through the web. d spiders will 
  arrive every d rounds until the characters have been driven 
  back or killed, or until there are no more spiders (except the 
  Mother) remaining on the roster.
  A party exploring the spider pit may try attracting the 
  spiders into a trap (probably with food) and taking out as 
  many as possible with a sleep spell or other area effect attack. 
  is will work up to a point, attracting d of the spiders 
  depending upon how recently they have been fed.
  It is also possible that party members will try thrusting 
  brushwood between the gaps in the grill and burning all the 
  webs at once. is will require many turns of gathering wood 
  and forcing it down to have any real effect, and in any case the 
  spiders will retreat into the tunnels, so they will not be wiped 
  out by this approach, though the webs will be cleared enabling 
  normal visibility and movement. In this event you should 
  place the spiders by rolling d for each of them and putting 
  the spider into the room which corresponds with the number 
  rolled; on a – the spider is burned to death.
  e Spider Tunnels: ese are hollowed out of the earth 
  and reinforced with webs, similar to the lair of a trapdoor 
  spider.
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  e mother will normally be found in area .
  e other areas are not individually keyed with the 
  exception of area : this is where the mother’s egg sac is to be 
  found. ere are  baby spiders in the sac (no effective attack, 
  hp  each). Next to the sac is the baby spider’s first meal: the 
  body of a foolish halfling cleric who sneaked into the spider 
  pit a few weeks ago, believing that Ulayah had hidden a vast 
  treasure down there. e halfling is wearing the Amulet of 
  Galidor (q.v.)
  Second Key: The Spider Farm in the Hands 
  of the Shadow Goblins 
  Summary of Events before the PCs Arrive
  e shadow goblins attacked and captured the farm with 
  considerable ease. eir plan was well-formulated and well-
  executed. ey attacked under cover of darkness and the 
  human defenders were quickly demoralized and subdued; not a 
  single goblin was injured.
  e goblins don’t know that one of the humans escaped, so 
  they aren’t expecting reprisals so soon.
  e captured humans were imprisoned in the Dining Hall 
  under guard. Parties of shadow goblins are out exploring the 
  farm and trying to locate objects of value, while the priest 
  goblin and the illusionist goblin interrogate Ulayah in a nearby 
  dormitory.
  Heri’s location depends on whether the DM wishes to force 
  the characters into the spider pit (see page ).
  If there is a delay before the characters arrive then the 
  goblins will have the opportunity to finish scavenging the farm 
  and collecting all its treasure. ey will also sacrifice d farm 
  workers per day to Lolth by throwing them into the spider pit. 
  After three days, the goblins will have finished carting away the 
  loot and will throw the remaining workers into the pit before 
  vanishing, never to be seen again. In other words, the characters 
  had better react to the situation promptly!
  Events here depend upon how the player characters 
  approach the farm. If the PC’s approach at night then they run 
  a serious risk of detection. If the characters walk up to the farm 
  bearing torches or other light sources, detection is automatic 
  and the shadow goblins will respond with lethal force.
  (Note: e shadow goblins are very clever, and they will 
  presume that any such obvious approach is a trap. ey will 
  attempt not to close with the party in melee initially. Given 
  the opportunity they will use hidden archers to ambush the 
  characters with a volley of short bow fire. Meanwhile another 
  group of goblins will attempt to encircle the party and attack 
  from the rear—remember that the shadow goblins backstab 
  as thieves do. In this event the party is very likely to be totally 
  wiped out. As a DM, you are under a moral obligation to 
  permit this! Slaughtering a party which walks up to a known 
  monster lair with torches blazing isn’t DM cruelty, it’s just 
  evolution in action.)
  If the characters approach the farm more intelligently than 
  this, you should determine the chance of detection according 
  to their approach. If they are observed the shadow goblins will 
  sound the alarm promptly and react appropriately.
  If the PC’s approach during the daytime then their chances 
  of detection are reduced, because the shadow goblins can’t 
  see very well. eir reaction time will also be slower because 
  most of them will be asleep. Allow a base % chance of the 
  characters being seen if they approach openly, reduced to % 
  or less if the approach is cautious and covert.
  e encounter key which follows assumes that the shadow 
  goblins are unaware of the PC’s.
  A—Pinstock Shed: At night, there is a % chance that d 
  shadow goblins (from the roster) will be nosing around in here. 
  During the day it will be deserted.
  B—Weaving Room: At night, d shadow goblins (from 
  the roster) will be plundering this room, systematically carrying 
  away bolts of cloth. During the day it will be deserted.
  C—Tailoring Room: At night, d shadow goblins (from 
  the roster) will be plundering this room, systematically carrying 
  away bolts of cloth and finished garments. During the day it 
  will be deserted.
  D—Warehouse: At night, d shadow goblins (from the 
  roster) will be plundering this room, again systematically 
  carrying away bolts of cloth and finished garments. During the 
  day it will be deserted.
  Shadow Goblin Roster
  Shadow Goblin
  AC
  MV
  HD
  HP
  # Att.
  Dmg.
  Weapon
  Infantry (8)
  6
  12"
  1d4+1
  4
  2 (at –1/–3)
  1d6/1d4
  Shortsword/dagger
  Archers (6)
  6
  12"
  1d4+1
  3
  2
  1d6
  Short bow
  Leaders (3)
  6
  12"
  1d8+2
  6
  2 (at –1/–3)
  1d6/1d4
  Shortsword/dagger
  Illusionist/Thiefa
  5*
  12"
  2d8+4
  12
  2 (at 0/–2)
  1d6/1d4
  Shortsword/dagger
  Cleric/Thiefb
  5*
  12"
  2d8+4
  13
  2 (at 0/–2)
  1d6/1d4
  Shortsword/dagger
  aMemorized spells: Phantasmal Force. Wearing Vaenu’s Robe. The goblin illusionist’s spellbook is well hidden, and 
  will only be found if the player characters manage to catch the goblin alive and find some way of interrogating it (it 
  does not speak Common). If the characters do this, they will find the book well hidden in some out-of-the-way location 
  to be determined by the DM, and guarded by the illusionist goblin’s pet poisonous snake. The book contains the 
  following spells: Phantasmal Force, Detect Illusion, Gaze Reflection, Read Illusionist Magic.
  *Due to 17 Dexterity.
  bMemorized spells: Bless, Command, Cure Light Wounds. Wearing Melve’s Marvellous Mask.
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  E—Sales Floor: is area has already been plundered by 
  the time the characters arrive. e shadow goblins easily picked 
  the lock on the cash register, and the money has already been 
  carted away. At night, there is a % chance of encountering a 
  lone shadow goblin (from the roster) who’s goofing off from the 
  plundering.
  F—Well.
  G and H—Feed Stores: As well as the goats and sheep, two 
  farm workers who were killed in the capturing of the farm are 
  stored here. At night, there is a % chance of encountering a 
  lone shadow goblin (from the roster) who’s sneaked in here to 
  look for a snack.
  I—Stables: Ulayah’s horse and Heri’s pony are still here, 
  although they are enormously spooked from all the fighting, 
  noise, and unfamiliar smells.
  J—Ulayah’s Room: is room will be deserted. On the first 
  night, the goblins won’t yet have found Ulayah’s money; they 
  will locate all of it during the second night (because Ulayah will 
  crack under torture and tell them where it is).
  K—Heri’s Room: is room will be deserted. Heri’s books, 
  comb and brooch have already been plundered and carried 
  away.
  L—Living Room: is room has already been plundered. 
  At night, there is a % chance of encountering a lone shadow 
  goblin (from the roster) who’s checking it over one more time 
  for extra loot.
  M and N—Dormitories: ese buildings have already been 
  plundered. e illusionist shadow goblin and the cleric shadow 
  goblin will be here (whether it’s night or day), interrogating 
  Ulayah. ey will have d shadow goblins (from the roster) 
  with them. If the characters have delayed in getting here (i.e. 
  second night or after) Ulayah will be down to  hp from torture 
  and sleep deprivation.
  O—Dining Hall: The sixteen surviving farm workers 
  and all the shadow goblins not encountered elsewhere will 
  be in the Dining Hall. During the day, % of the shadow 
  goblins will be asleep; during the night, % of them will be 
  asleep.
  P—Pantry: e shadow goblins easily picked the lock on 
  this room and have fed well! During the night there is a % 
  chance of encountering a lone shadow goblin (from the roster) 
  here who is munching on a snack.
  Q and R—Dissection Area: e shadow goblins easily 
  picked the lock on this building. To them, the practise of 
  cutting up dead spiders and selling off the bodily fluids is 
  extremely disgusting, so discovering what went on here sent 
  them into a fury. e bodies of four farm workers are still 
  lying around here, and all the bottles and flasks will have been 
  smashed.
  S and T—Latrines: ere is a % chance of encountering 
  a lone shadow goblin (from the roster) here, during the day or 
  night. It’s probably best not to speculate on precisely what the 
  goblin is doing here, but its weapons will be on hand even if its 
  garments are in disarray.
  Rescuing Ulayah
  If the characters manage to rescue Ulayah, he will be very 
  grateful to them. He will pay them a bounty of  gp per farm 
  worker who survives, plus  gp for his own life, plus  gp for 
  Heri’s life if she survives, so the characters can earn a tidy  
  gp over and above what they collect from the shadow goblins.
  In addition, Ulayah will reward a party which rescues 
  him with the Book of the Apprentice (q.v.), the Wand of 
  Identification (q.v.), and the Belt of the Veteran (q.v.)
  Heri and the Spider Pit
  You may wish to have a part of the adventure involving the 
  characters descending into the spider pit.
  Deliberately, Heri has not been placed in the encounter key 
  above. If, as DM, you want to make use of the spider pit in the 
  adventure, you can have the PCs observe a couple of shadow 
  goblins flinging Heri into the pit during the fighting. In this 
  case, Ulayah (presuming he lives) will offer them a reward for 
  rescuing his daughter.
  Heri will be bitten almost at once, and then hung in a 
  random area in the spider tunnels (use a d and a d to get a 
  random number from  to , Heri will be in that area). She 
  will be rendered unconscious immediately, but the characters 
  have four hours ( turns) to get her out before she dies of the 
  poisoning; if she is returned within this time, Ulayah will be 
  able to administer an antivenin. He will also be able to remove 
  the poison from any character suffering from a spider bite 
  during this time.
  If the characters do not employ fire to burn away the spider 
  webs, and if they search the web-encrusted walls of room 
   carefully, they will discover a magic-user scroll of Pelin’s 
  perplexing puzzle (see page ).
  If you prefer not to include this section of the adventure, 
  Heri can be found with Ulayah or elsewhere in the spider farm, 
  ready for sacrifice to Lolth but not yet flung into the pit.
  Note regarding experience: The experience point awards for large spiders 
  killed during this module should be cut in half, because their poison is unlikely 
  to be fatal (note the presence of Ulayah’s antivenin).
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  Shadow Goblin
  FREQUENCY: Very rare
  NO. APPEARING: – (wandering) or – (in lair)
  ARMOUR CLASS:  or better
  MOVE: "
  HIT DICE: d+ or better
  % IN LAIR: %
  TREASURE TYPE: Individuals K; P, T in lair
  NO. OF ATTACKS:  or 
  DAMAGE/ATTACK: By weapon type
  SPECIAL ATTACKS: Backstab; some individuals spells
  SPECIAL DEFENCES: Usually none; some individuals spells
  MAGIC RESISTANCE: Standard (save as thieves)
  INTELLIGENCE: Very or high; some individuals exceptional
  ALIGNMENT: Neutral evil
  SIZE: S
  PSIONIC ABILITY: Nil
  Attack/Defence modes: Nil
  LEVEL/XP VALUE: I/ +  per hit point or better
  A degenerate and degraded tribe of the Drow? A race of 
  goblins favoured by Lolth? Or a weird hybrid of the two? 
  Nobody really knows the origin of these unpleasant black-
  skinned creatures, but sages agree that they associate with 
  neither Drow nor goblins nowadays, preferring the company of 
  their own kind.
  Shadow goblins stand '" to ' tall. Physically they resemble 
  whip-thin goblins with yellow or golden eyes and jet black 
  skin. eir hair is naturally thin, lank, and white, resembling 
  cobwebs, but most shadow goblins dye their hair black or 
  purple for better camouflage in darkness. eir teeth are 
  needle-sharp, like a shark’s teeth, and if disarmed they can bite 
  for d damage. eir tongues are forked.
  In battle, they wear war paint in weird, asymmetrical 
  patterns.
  Shadow goblin equipment lacks the magical properties of 
  Drow gear, but is always neatly-made and of very good quality, 
  the leather being tooled with patterns appropriate to their clan 
  and religion, and the blades of their weapons are frequently 
  inlaid with evil runes.
  All shadow goblins are stealthy and dexterous (Dex  or 
  better), hence their armour class. Most wear no more than a 
  simple leather jerkin as armour. ey all possess the abilities of 
  at least a first-level thief, and generally fight with shortsword 
  and dagger (%) or with a short bow (%). Many of them 
  fight with a weapon in each hand (DM’s should note the – 
  main hand/– offhand “to hit” penalties from a Dex  NPC 
  doing this).
  For every four normal shadow goblins, one will be a leader 
  type with d+ hit points and the abilities of a second-level 
  thief. For every twelve normal Shadow Goblins, there will be an 
  exceptional leader type with d+ hit points and the abilities 
  of either a third-level thief (%), or a second-level thief/first- 
  level illusionist (%), or a second-level thief/first-level cleric 
  (%). Cleric types will be clerics of Lolth and will possess 
  three first level spells rather than one because of their wisdom. 
  Leader types are in addition to the number appearing shown 
  on the die.
  If the shadow goblins are encountered in their lair, there will 
  also be a subchief with d+ hit points. e subchief may 
  be a fourth-level thief (%), or a third-level thief/second-level 
  illusionist (%), or a third-level thief/second-level cleric (%). 
  If more than  shadow goblins are encountered in their lair there 
  will also be a chieftain with d+ hp who may be a fifth-level 
  thief (%), or a fourth-level thief/third-level illusionist (%), or 
  a fourth-level thief/third-level cleric (%).
  If encountered in their lair, there is a % chance that the lair 
  will also contain – large spiders as guards or pets.
  No figures for females and children are included. As with the 
  Drow, shadow goblin females fight alongside the males, so the 
  number appearing shown includes both genders; children are non-
  combatant.
  Shadow goblins are very long-lived, up to five hundred years. 
  ey speak their own language which is very similar to Drowic, 
  and leader types sometimes (%) speak Common.
  Shadow goblins are nocturnal, being debilitated by sunlight in 
  much the same way that orcs are.
  I am indebted to Barney Sloane for his prototypical Shadow Goblin, originally 
  published in issue  of White Dwarf (Aug./Sept. .)
  In consideration of the fact that over  years of any copyright have now expired, and 
  the White Dwarf title no longer deals with AD&D, and I have no way of getting in 
  touch with Mr. Sloane, I have used his basic idea without his permission. e monster 
  has been heavily revised by me in almost every particular.
  
  
  © Dragonsfoot 2005
  www.dragonsfoot.org
  Unique Spells and Magic Items
  Pelin’s Perplexing Puzzle (Enchantment/Charm)
  Class: Magic-User
  Level: 
  Components: V, S
  Range: "
  Casting Time:  segments
  Duration:  rounds +  round/level
  Saving row: Special
  Area of Effect: Up to  creatures
  Explanation/Description: A Pelin’s perplexing puzzle spell 
  will summon a pattern of glowing lights which will form a 
  maze, riddle, or puzzle of another sort. Such is the allure of the 
  puzzle that up to six creatures will be occupied with trying to 
  figure it out for the duration of the spell—even if they are in 
  melee or in full flight when they see it, provided that they fail 
  their save.
  Creatures with less than “Low” intelligence will not be 
  affected (they are too stupid to be interested in puzzles), and 
  neither will undead of any sort. If a creature is attacked while it 
  is engrossed in the puzzle, the spell will be broken.
  e saving throw for the spell is to roll the creature’s 
  Intelligence or less on d. All creatures which are engrossed 
  in the puzzle may attempt a fresh saving throw each round. A 
  successful save indicates that the puzzle has been solved, and all 
  the creatures which were engrossed will be released.
  Amulet of Galidor
  is magical necklace can only be used by a single-classed 
  cleric or druid. While wearing the amulet, the priest or 
  priestess’ cure light wounds spells become more efficacious:- he 
  or she may roll the d for number of hit points healed twice, 
  and choose which of the two results will apply.
  e Amulet of Galidor is worth  xp to the party, and 
  could be sold to a NPC cleric or temple for perhaps , gp.
  Apprentice’s Workbook
  is blotted copybook may be used by members of any class. 
  e notes contained therein always relate to the profession of 
  the reader—theological treatises for clerics, studies of battle 
  stances and combat techniques for fighters, etc.—and they will 
  be sufficient to guide the reader through the transition from 
  first level to second level without incurring the usual costs (see 
  DMG p. ) and in half the usual time.
  e Apprentice’s Workbook is worth  xp to the party but 
  could be sold for no more than  gp, because very few of the 
  people who would need it can afford a higher price.
  Belt of the Veteran
  is magical belt will only function if worn by a single-
  classed fighter, paladin, or ranger. e Belt of the Veteran adds 
   hp to the wearer in excess of the initial number of hp rolled, 
  which are lost when the belt is removed. us, for example, a 
  first-level fighter rolls  hp; if she dons the Belt of the Veteran 
  she becomes a  hp fighter.
  Note that there is no way of using the belt to regain hit 
  points any faster than normal.
  e belt is worth  xp to the party and could be sold for 
  perhaps , gp to a NPC fighter.
  Melve’s Marvellous Mask
  is mask of black cloth may be used only by a single-
  classed thief or assassin. While wearing it, the character may 
  add +% to his or her chances of success in the skills Find/
  Remove Traps and Open Locks. Melve’s marvellous mask is not 
  cumulative with gauntlets of dexterity or other items which add 
  to thieving skills, and it cannot raise a skill above %.
  e mask is worth  xp to the party and could be sold to 
  an NPC thief for perhaps , gp, although there is obviously 
  a serious risk of the NPC thief simply pilfering the item!
  Vaenu’s Robe
  is magical garment would fit an elf, half-elf, or human. 
  Flame red in colour, the robe is embroidered with a pattern of 
  flames in yellow. Its true power does not become apparent until 
  it is donned by a single-classed magic-user or illusionist, for 
  only single-classed magic-users or illusionists may make use of 
  its dweomer, but to them its effect is invaluable, for it enables 
  them to memorize and cast one additional first-level spell per 
  day.
  Vaenu’s Robe is worth  xp to the party and could be sold 
  to an NPC mage for perhaps , gp.
  Wand of Identification
  Unlike most wands, the wand of identification may be used 
  by any class. It may store up to  charges, but when found, 
  there are only  remaining. Using a single charge will enable the 
  holder to cast the identify spell.
  It may be recharged, but only by casting the identify spell 
  once per charge (and therefore using up a  gp pearl per 
  charge).
  It is worth  xp to the party and could be sold for perhaps 
  , gp.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Modules/AD&D Adventure - The Spider Farm.pdf