TEXT:  
  
  THE HIDDEN VAULT 
  By Greg Benage 
   
  Instant Adventure for 4-6 characters levels 5-7 
   
   
   HOW TO USE THIS PRODUCT 
  This adventure takes place in the world of 
  Menarra, the setting of Fantasy Flight's best-
  selling Diskwars fantasy battle game. This 
  provides a convenient frame of reference, but the 
  adventure is specifically designed to be easily 
  incorporated into any existing D&D campaign. 
  Feel free to alter the names of places and 
  characters and customize the details of the 
  adventure to fit your own world. 
  You should be able to run this adventure in a 
  single game session. You should read it through at 
  least once and study those sections you will need 
  to know well. In particular, you should familiarize 
  yourself with the features and capabilities of new 
  monsters and magic items introduced in the 
  adventure. You may also wish to photocopy the 
  map on pages 8 and 9, both for your own 
  reference and to show to the players, if 
  appropriate. 
  Dungeons & Dragons® This adventure 
  requires the use of the Dungeons & Dragons® 
  Player's Handbook, Third Edition, published by 
  Wizards of the Coast®. You won't be able to run 
  the adventure without it. 
   
   
   
          INTRO TEXT 
  You enter the office of the Merchant Guildmaster, 
  heeding the summons of the courier who 
  interrupted your breakfast at the inn this morning. 
  The Guildmaster sits behind a vast desk made of 
  some unknown, exotic wood. 
  The Guildmaster gazes at each of you in turn. 
  "Thank you for agreeing to this meeting. We have 
  heard many tales of your adventures, of the 
  services you have rendered and the quests you 
  have undertaken on behalf of so many, both lordly 
  and common." 
  The Guildmaster's eyes drift to one of the 
  maps hanging on the wall, one that charts the 
  great mountain range to the north. "This guild 
  trades extensively with the mountain dwarves, 
  largely for precious metals of all varieties. 
  Recently, the dwarves lost contact with one of 
  their most valuable mines, Silverhall, which lies 
  in the heart of those mountains." 
  "Our dwarven friends have dispatched two 
  separate parties to travel to the mines and return 
  with word of what has transpired there. Neither 
  has been heard from since leaving the dwarven 
  holdfast. The dwarves have now entreated us for 
  our assistance, and we intend to provide it." 
  The Guildmaster reaches into a desk and 
  draws forth a large leather bag that clinks 
  enticingly when he places it before you. "We ask 
  you to travel to Silverhall and learn what has 
  happened there. If, as I fear, something terrible 
  has befallen the miners, do all that is in your 
  power to find and rescue, any that yet live. Do 
  this, and you shall have our gold and our 
  gratitude." 
  You're not sure which is more valuable, but 
  both could come in handy. 
   
   
          DM BACKGROUND 
  Dwarves from the mountain Kingdom of the 
  Anvil began mining the Stormtop Range centuries 
  ago. Its rich veins of precious metals made it 
  worth the risk imposed by the mountains' 
  proximity to the Char'gr Wastelands, a place 
  where dark things roam the night and civilized 
  folk fear to tread. 
  Silverhall is one of the dwarves' most recent 
  mines in the area, the first tunnels having been 
  dug only a few decades ago. For years, Silverhall 
  produced tons of ore rich with silver and gold. 
  Several months ago, however, the expected 
  caravan carrying a shipment of ore failed to arrive 
  at the mountain city of the Kingdom of the Anvil. 
  A troop of dwarven scouts were immediately 
  dispatched to Silverhall to discover the reason for 
  the delay. They never returned. A squad of 
  dwarven warriors was sent after them, and when 
  they did not return either, the dwarves sent word 
  to the Merchant Guild in the human cities to the 
  south, requesting their assistance. 
  A few months ago, just before contact with 
  Silverhall was lost, a powerful earthquake shook 
  the mountains of the Stormtop Range. The mine 
  was badly damaged, and worse yet, the quake 
  opened a passage to a subterranean R'Karg nest 
  (see New Monster section). These horrifying, 
  insectoid creatures swarmed through the mine, 
  paralyzing the miners with their powerful venom 
  and dragging them down to the nest to feed their 
  Mother. When the dwarven warriors arrived at the 
  mine, they too were overcome by the R'Karg. 
  The monsters still lurk in the depths of the 
  mine, their insatiable hunger growing with each 
  passing day. 
   
            ADVENTURE SUMMARY 
  The Hidden Vault is a d20 System adventure 
  suitable for 4-6 characters of levels 5-7. By 
  adjusting the numbers and abilities of the R'Karg, 
  2 
  THE HIDDEN VAULT 
  
  it can be easily customized to any experience 
  level. The Hidden Vault can be played as a 
  standalone adventure or incorporated into an 
  existing campaign. 
  The Guildmaster will offer the characters 
  1,000 gp each to undertake the mission and 
  discover the fate of Silverhall. He will advance 
  them half of the fee up front and provide them 
  with provisions and a map showing the location 
  of the mine. The Guildmaster will pay the 
  remainder of the fee if the characters return 
  having successfully completed the mission. He 
  may also do them a favor or two in the future, at 
  the DM's discretion. 
  The Silverhall Mine 
  Silverhall is located deep in the Stormtop Range. 
  The only entrance is a single rough-hewn tunnel 
  dug straight into the side of a mountain. The 
  tunnel opening is barred by a heavy iron gate, but 
  it is unlocked and stands ajar. Alert characters 
  who make a Spot check (DC 15) may also notice 
  a lot of loose rock and debris around the entrance, 
  as if there has been a landslide recently. The 
  tunnel leads down at a sharp angle about 100 feet 
  to the first level of the mine. 
  Silverhall was built by dwarves and worked 
  by dwarven miners, and the construction shows it. 
  The tunnels and chambers are typically no more 
  than six feet in height. This was sufficient for the 
  diminutive dwarves to swing their picks, but it 
  will be rather uncomfortable for taller races. 
  Characters more than five feet tall will suffer a -1 
  penalty to all attack rolls with swung weapons, 
  such as swords and axes. Characters more than six 
  feet tall will have to crouch down just to walk. 
  They will suffer a -1 penalty on attack rolls even 
  with thrusting or missile weapons, and a -3 
  penalty on attack rolls using swung weapons. The 
  tunnels are not constructed on a flat plane, but 
  rather twist up and down at various angles and 
  elevations. 
  The mine has four levels: The second level is 
  directly below the first, the third is directly below 
  the second, and the fourth level is directly below 
  the third. About 30 feet of solid granite separate 
  each of the levels. Throughout each level, vertical 
  shafts connect it with the other levels. These 
  shafts are about five feet in diameter and are 
  marked on the map (see pages 8-9) with letters. A 
  shaft with a given letter runs from one level to 
  another. For example, Level 1 and Level 2 are 
  connected by Shaft D; Level 1 and Level 3 are 
  connected by Shaft H. Each shaft is equipped with 
  a rope-and-pulley system used to raise and lower 
  miners and ore buckets through the shafts. If they 
  lack flight, levitation, or similar magic, the 
  characters will have to climb or use these 
  ropeand-pulley mechanisms to move between 
  levels. Climbing up or down the shafts without a 
  rope requires a Climb check (DC 22). 
  Silverhall extends below an underground river 
  that flows through the Stormtop Range and down 
  into the valleys to the south. During the 
  earthquake, a fracture was created in the rock 
  holding back the river, and the mine was flooded. 
  The flooded areas of the mine are shaded gray on 
  the maps. The water's depth in each area is also 
  recorded on the map. 
  The area around the mine is still unstable from 
  the earthquake, with aftershocks and tremors 
  hitting at random intervals. For every 10 minutes 
  the characters are in the mine, roll a d10. If the 
  result is a 1, a major aftershock hits and the main 
  tunnel collapses, sealing the characters in. Using 
  the plentiful tools in the mine, the characters will 
  be able to dig their way out, but it will take about 
  three days of hard labor. Of course, powerful 
  characters may be able to escape more quickly 
  using appropriate spells, such as move earth and 
  teleport. Chances are, though, they'll have to clean 
  out the mine first, or the constant R'Karg attacks 
  will make clearing the tunnel an impossible task. 
  The R'Karg 
  To free Silverhall from the infestation of R'Karg, 
  the characters will have to explore the mine and 
  discover the R'Karg Nest in the hidden vault (#14 
  on Level 4). As they explore, they will have to 
  deal with the R'Karg. At any given time, there are 
  about 10 R'Karg on each level. However, they are 
  constantly moving between the levels through the 
  mine shafts, so it is impossible to keep an 
  accurate count. 
  There are set encounters scattered throughout 
  the levels of the mine, but there should be random 
  encounters with R'Karg as well. Every time the 
  characters enter a new chamber or tunnel, roll a 
  d10. On a result of 1-3, the characters encounter 
  that number of R'Karg. For example, on a result 
  of 3, the characters would encounter a group of 3 
  R'Karg; on a result of 4 or higher, there is no 
  encounter. These creatures will always attack the 
  characters, using stealth and surprise if possible. 
  If seriously wounded, they will attempt to flee 
  down a nearby shaft to a lower level. 
  As detailed in their description (see the New 
  Monster section), the R'Karg are psionically 
  controlled and powered by the Mother. The closer 
  the R'Karg are to the Mother, the stronger this 
  psionic link is, and the stronger the R'Karg are as 
  a result. The R'Kargs' abilities therefore depend 
  on the level of the mine on which they are 
  encountered. 
  On 
  Level 
  1, 
  the 
  R'Karg 
  suffer 
  a 
  -3 
  circumstance penalty to hit dice, initiative, AC, 
  melee attacks, damage, saves, and skill checks, 
  and a -6 penalty to Intelligence and Wisdom; on 
  Level 2, the penalty is -2 for hit dice, initiative, 
  AC, melee attacks, damage, saves, and skill 
  checks, and -4 for Intelligence and Wisdom; on 
  Level 3, the penalty is -1 for hit dice, initiative, 
  AC, melee attacks, damage, saves, and skill 
  3 
  THE HIDDEN VAULT 
  
  checks, and -2 for Intelligence and Wisdom. The 
  R'Karg function normally on the bottom level of 
  the mine. 
  If a R'Karg moves to a lower level, its current 
  and maximum hit points increase, but it does not 
  automatically recover lost hit points. For example, 
  a R'Karg that moves from Level 1 to Level 2 
  would gain 1d8+1 hp. However, it would not 
  recover any hit points it lost in a previous combat 
  with the characters. 
  As noted above, the R'Karg become smarter 
  the closer they are to the Mother. As a result, their 
  tactics will change from one level of the mine to 
  another. 
  On Level 1, they are unintelligent beasts, 
  acting purely on instinct. 
  On Level 2, their intelligence is similar to that 
  of an ape or other relatively intelligent animal. 
  These R'Karg will work together when possible, 
  using simple cooperative tactics. 
  On Level 3, the R'Karg are nearly as smart as 
  an average human, and terribly cunning. They 
  will always work together unless somehow 
  separated, and they will use more clever tactics to 
  attack the characters. They will attack the 
  characters from several directions at once. They 
  will use the mine shafts to circle back and get 
  behind the characters. They will cover for their 
  wounded, allowing them to withdraw and recover. 
  On Level 4, the R'Karg are as intelligent as 
  humans. Lone R'Karg will retreat from combat to 
  a designated place where several of its fellows 
  wait in ambush. If the R'Karg are overmatched by 
  the characters, they will hit and run, attacking 
  with surprise and then immediately retreating into 
  the darkness. Wounded R'Karg will hide and wait 
  until their hit points have regenerated, then attack 
  once again. If the Mother's nest is discovered and 
  attacked, all of the surviving R'Karg on Level 4 
  will immediately rush in and attempt to defend 
  her. 
  The R'Karg live only to feed the Mother. If 
  possible, they will seize dead or unconscious 
  characters in their powerful mandibles and 
  attempt to drag them down to the nest. 
  As the characters explore each location in the 
  mine, 
  read 
  the 
  boxed text entries aloud. 
  Remember to adjust the descriptions based on the 
  range of the light source the characters have 
  available. 
  1. Entrance Tunnel 
  A long rough-hewn tunnel leads from the surface 
  at a sharp angle down into the mine. The tunnel is 
  wide but low, obviously built by dwarves, and 
  some of you have to crouch uncomfortably to 
  keep from hitting your heads on the granite 
  ceiling. Twin iron rails run along the floor of the 
  tunnel, leading into the blackness below. 
  The rails allowed the dwarves to push ore cars 
  between the mine and the surface. There is one 
  such car below, at the end of the rail line. The ore 
  car is filled with granite rubble. A quick 
  inspection will reveal no gold or silver in the 
  rock. 
  2. Main Cave 
  The long tunnel opens up into a wide, irregular 
  chamber carved from the stone. To the left and 
  right, your light reveals several simple wooden 
  sheds covered in dust and grime. One of the 
  structures has been completely demolished and is 
  buried in rubble that looks like it collapsed from 
  above. 
  The sheds hold various tools and supplies used 
  by the miners, including picks, shovels, rope, 
  lanterns, and a 10-gallon cask of oil. Part of the 
  ceiling in this chamber has indeed collapsed, 
  partially burying one of the sheds. If the 
  characters search through the debris, they will 
  find the body of a dwarven miner. A character 
  who makes a Healing check (DC 15) will notice 
  that the body looks like it has been maimed, as if 
  by a wild beast, in addition to being crushed by 
  the falling rock. The miner is wearing a ring of 
  freedom of movement on his right ring finger. 
  3. Elevator 
  Moving ahead, your light falls on a large 
  mechanical contraption. A sturdy iron cage hangs 
  suspended over a shaft that leads straight down, 
  into the darkness. A wooden frame made of heavy 
  beams is built over the shaft. A thick rope is 
  fastened to the top of the cage and runs through a 
  pulley set in the frame to a sturdy winch bolted 
  into the rock floor. A crank allows the winch to be 
  turned, raising or lowering the cage through the 
  shaft. 
  The elevator cage is large enough to hold three 
  humans. Turning the winch requires a Strength 
  check, with a base DC of 5 if the cage holds 50 
  pounds of weight. Each time this weight is 
  doubled, the DC increases by 5. For example, 
  turning the winch would be DC 10 if the cage 
  holds 100 pounds, and DC 20 if the cage holds 
  400 pounds. Two characters may turn the pulley 
  at once, adding their Strength ability modifiers 
  together. 
  The shaft is quite a bit wider than the elevator 
  cage, with about three feet of clearance between 
  an edge of the cage and the wall of the shaft. 
  Before the earthquake, the shaft ran all the way 
  down to the fourth level. Now, however, the shaft 
  has caved in just below the third level, making the 
  fourth inaccessible. 
  Characters standing near the edge of the shaft 
  should make a Listen check (DC 15). If they 
  succeed, they will hear a soft skittering in the 
  darkness of the shaft. A R'Karg (14 hp) clings to 
  the inside of the shaft about 20 feet down. It will 
  jump onto the elevator cage if it descends, 
  increasing the DC for turning the winch by 5. The 
  R'Karg will attempt to attack anyone inside the 
  cage. 
  4 
  THE HIDDEN VAULT 
  
  4. Unfinished Tunnel 
  Several picks, shovels, and a broken lantern litter 
  the floor of this unfinished tunnel. 
  If the characters enter this tunnel, three R'Karg 
  (hp 16 each) will come skittering out of the 
  darkness to attack, two running along the ground 
  and one along the ceiling. If the characters do not 
  enter the tunnel and do not see the creatures (Spot 
  check with DC 10, assuming the characters' light 
  source extends to the back of the tunnel), the 
  R'Karg will skulk out of the tunnel and attack the 
  characters from behind. 
  5. Flooded Cave 
  This large, open chamber dips down from the 
  level of the tunnel you are in, and is partially 
  flooded. Your light reflects off the surface, and 
  you see occasional ripples play across it. 
  The water is about two feet deep at the lowest 
  point. A R'Karg (hp 19) lurks in the middle of the 
  pool and will attack anyone who enters it. The 
  R'Karg can see, move, and breathe perfectly well 
  under water, so it will remain submerged and try 
  to attack with surprise, surfacing from below or 
  behind a character. Observant characters who 
  make a Spot check (DC 20) will notice the light 
  glinting off a large gold nugget at the bottom of 
  the pool. The nugget is worth 150 gp. 
  6. Dead Warriors 
  The half-eaten bodies of several dwarven warriors 
  lay strewn about this chamber. The dwarves' 
  deathly white faces are frozen masks of pain and 
  terror. Their chain armor is twisted and torn, deep 
  scratches have been gouged into their shields, and 
  their broken bodies have been laid open by 
  terrible claws. The deep brown stains of spilled 
  blood darken the floor. Some of the dwarves 
  apparently died with their weapons still in their 
  scabbards or slung over their shoulders. 
  There are five bodies in the chamber. Another 
  body lies at the bottom of Shaft L on Level 3. The 
  dwarven warriors retreated to this chamber and 
  made their last stand against the R'Karg. Each has 
  a belt pouch with 50 gp worth of uncut gems. One 
  of the dwarves clutches a magical battleaxe +2. 
  Another has three potions in his belt pouch, one 
  of cure serious wounds and two of water 
  breathing. 
  7. Feeding Time 
  As you approach the southern end of this 
  chamber, you see two of the insectoid monsters, 
  their maws buried in the decomposing flesh of a 
  dead miner. They raise their heads and look at 
  you, gore dripping from their shiny black 
  carapaces 
  and 
  their 
  razor-sharp 
  mandibles 
  clicking evilly. 
  The three R'Karg (hp 18, 19, 20) will attack, 
  retreating down Shaft A to Level 3 if they are 
  seriously wounded. 
  8. Flooded Tunnels 
  Four narrow tunnels slope down from this tunnel 
  into the darkness. Both tunnels are flooded, the 
  water almost spilling out into the chamber. 
  The tunnels slope down at a fairly sharp angle, 
  and the water gets deeper the further the 
  characters proceed. The ends of the tunnels are 
  completely submerged. Characters who proceed 
  10 feet or more down the western tunnel will hear 
  sounds of running water through the rock with a 
  successful Listen check (DC 15). Only a few feet 
  of rock separate the tunnel from the underground 
  river here. A R'Karg (hp 18) lurks at the 
  submerged end of the tunnel and will attack 
  underwater if a character proceeds more than 
  halfway down. 
  9. Collapsing Tunnel 
  This tunnel is choked with thick wooden beams 
  and fallen rock. The tunnel is almost completely 
  closed off, with only a few small openings 
  through the piled debris and rubble. 
  The dwarven miners brought in the heavy 
  wooden beams to support this structurally 
  unstable section of tunnel. Unfortunately, the 
  tunnel collapsed anyway when the mine was 
  flooded. The cave-in created a jagged, open cavity 
  above the tunnel. A R'Karg (hp 26) hides in the 
  cavity, waiting to drop on any characters 
  struggling through the rubble below. Unless a 
  character is specifically looking up into the 
  cavity, it will require a Spot check (DC 25) to 
  notice the R'Karg before it is too late. 
  10. Flooded Chamber 
  The southeast end of this chamber is completely 
  flooded with water. A light of some kind 
  emanates from the bottom, suffusing the water 
  with a soft, white glow. 
  The glowing object is a simple stone with a 
  continual flame spell cast on it. A dwarven 
  warrior dropped it in the flooded cavern while 
  battling the R'Karg. Two R'Karg drones (hp 25, 
  27) lurk below the surface of the water, hiding in 
  the shadows at the edges of the chamber. They 
  will attack any character who enters the water. 
  11. Tug O' War 
  As you turn down this tunnel, you see three of the 
  hideous insectoid creatures fighting over the body 
  of a dwarven miner. Each of the creatures has 
  seized part of the body in its mandibles and is 
  tugging and jerking at the body, trying to tear it 
  away from the others. 
  When they sense the characters, the R'Karg 
  (hp 27, 28, 29) will drop the dwarven miner and 
  charge to attack. 
  12. Collapsed Cavern 
  Rubble and debris almost completely fill this 
  large cavern. 
  5 
  THE HIDDEN VAULT 
  
  The elevator (see #3) used to extend to this 
  level, but the earthquake caused a section of the 
  shaft to collapse and most of the room was filled 
  with fallen rubble. 
  13. Barricade 
  The entrance to this tunnel is choked with rubble 
  and broken wooden support beams. You can see 
  the bodies of dwarven miners protruding from the 
  debris in several places. About eight feet up the 
  mound of rubble, a narrow opening appears to 
  lead through to the tunnel beyond. 
  While it is supposed to look like a natural 
  cave-in, this barricade was actually built by the 
  R'Karg drones to protect the Mother's nest. 
  Characters with the dwarven racial ability 
  stonecunning, or those with appropriate Craft, 
  Knowledge, 
  or 
  Profession 
  skills 
  (e.g., 
  Stonemasonry, Mining, Engineering), can make a 
  check to recognize that the barricade is artificial. 
  The opening at the top of the barricade is 
  about three feet in diameter. A R'Karg (hp 35) 
  "stands guard" here at all times, hanging upside 
  down from the ceiling directly over the opening. 
  It will drop onto any character crawling through 
  the opening. Two more R'Karg (hp 33, 34) 
  waiting at the base of the barricade will charge up 
  the pile of rubble to join in the attack. 
  14. The Hidden Vault 
  This great cavern is on a higher plane of elevation 
  than the rest of this level of the mine. The far 
  northeast section of the cave is partially flooded, 
  but the rest of the cavern is dry. A cone-shaped 
  spire of earth rises from the flooded section. What 
  look like giant eyestalks and insect antennae 
  extend from the mound, and huge, ropy tentacles 
  spill out of the top, flailing in the air and writhing 
  in the water. 
  As noted in the New Monster section, the 
  R'Karg Mother will call any remaining drones in 
  the mine to her defense as soon as she detects the 
  presence of the characters. She will command the 
  drones to attack any spell-casters or archers, while 
  she deals with any characters foolish enough to 
  come within range of her tentacles. 
  Scattered around the cavern floor below the 
  water are a +2 hand axe, a +1 large wooden 
  shield, a wand of magic missiles with 34 charges, 
  two emeralds worth 1,000 gp each, a fire opal 
  worth 800 gp, and a black peal worth 500 gp. 
  Lodged in the R'Karg Mother's gizzard is a ring of 
  protection +1. Partially hidden in debris at the 
  bottom of the nest is the pick of mighty 
  excavation (see New Magic Item section). 
   
   
   
    NEW MONSTER 
  R'Karg 
  Medium-Size Aberration 
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +4 (Dex) 
  Speed: 30 ft., climb 15 ft. 
  AC: 20 (+4 Dex, +6 natural) 
  Attacks: Bite +4 melee, stinger +4 melee 
  Damage: 
  1d10+3 
  bite, 
  1D6+3 
  stinger 
  and 
  paralysis 
  Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with stinger) 
  Special Attacks: Darkness 
  Special Qualities: Blindsight, regeneration 3, 
  telepathy 
  Saves: Fort +6, Ref +6, Will +4 
  Abilities: Str 16, Dex 18, Con 12, Int 11, Wis 14, 
  Cha 7 
  Skills: Climb +10, Jump +8, Hide +8, Listen +6, 
  Move Silently + 6, Spot +6 
  Climate/Terrain: Warm desert and underground 
  Organization: Solitary, cluster (2-4), colony (15-
  30) 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 7-9 HD (Medium-Sized); 10-12 
  HD (Large) 
   
  The R'Karg is an insectoid monster that dwells in 
  the barren deserts and subterranean caverns of the 
  Char'gr Wastelands. Its glossy black carapace and 
  cruel mandibles make the R'Karg both extremely 
  dangerous and terrifying to behold. 
  The R'Karg drone resembles a strange hybrid 
  of giant ant and scorpion. The creature is encased 
  in a hard, black exoskeleton, and a scorpion-like 
  tail with lethal stinger curves from its anterior 
  region back over and above the length of its body. 
  The tail is long and powerful, able to strike 
  several feet in front of the R'Karg. Six, 
  multijointed legs end in sharp claws used for 
  climbing and feeding, and the broad, sharp 
  mandibles extending from the R'Karg's head 
  section are used for grasping and tearing. 
  The R'Karg are the most patient predators in 
  the Wastelands. Young R'Karg hunters bury 
  themselves in the region surrounding their nest, 
  lying in wait for days or weeks. When suitable 
  prey passes near the nest, the R'Karg erupt from 
  the ground, completely surrounding it. The drones 
  6 
  THE HIDDEN VAULT 
  
  then paralyze their prey and take it back to the 
  nest. Here they feed it, still breathing, to the 
  waiting adults. 
  No one has ever seen an adult R'Karg and 
  lived to describe it. Survivors of R'Karg attacks 
  report seeing hideous, barbed tentacles reaching 
  for prey from inside the creatures' nests. Scholars 
  theorize that mature R'Karg are too large to leave 
  their nests, and must rely on their offspring to 
  bring them food. 
  Like many predators of the Wastelands, the 
  R'Karg prefer flesh that has been seasoned by the 
  forces of magic. Naturally magical creatures are 
  their favorite prey, and their hunger for wizards is 
  legendary. 
  Combat 
  The R'Karg drones are linked telepathically to a 
  R'Karg Mother. Their strength depends on that of 
  the telepathic link, so the R'Karg drones are 
  strongest when very close to the nest and grow 
  weaker as the distance increases. The statistics 
  listed above describe a R'Karg within 150 ft. of 
  the nest. A drone 151-300 ft. from the nest suffers 
  a -1 penalty to hit dice, initiative, AC, melee 
  attacks, damage, saves, and skill checks. A 
  R'Karg 301-500 ft. from the nest suffers a -2 
  penalty to each of these abilities, and also loses 
  the ability to regenerate. A R'Karg more than 500 
  ft. from the nest suffers a -3 penalty to the listed 
  stats and loses its regeneration, darkness, and fear 
  aura abilities. 
  In combat, R'Karg use stealth, cunning, and 
  the spelllike abilities granted by their telepathic 
  link to an adult to attack their victims. At the 
  surface, they will burrow into the ground and then 
  leap out on unsuspecting prey when it passes 
  overhead. In their subterranean lairs, they will 
  stalk their prey, using their innate darkvision and 
  cause darkness ability to gain the advantage. The 
  R'Karg will always try to paralyze prey and drag 
  it back to the nest to feed the adults. 
  Blindsight (Ex): A R'Karg's antennae allow it 
  to sense objects and creatures within 90 ft., even 
  in total darkness. 
  Darkness (Su): Once per day a R'Karg can 
  cause darkness as the spell cast by a 5th-level 
  sorcerer. It typically uses this ability to blind its 
  victims just before it attacks. 
  Regeneration (Ex): Fire and cold do normal 
  damage to a R'Karg. If a R'Karg loses an 
  extremity, the lost body part regrows in 3d10 
  minutes. 
  Telepathy 
  (Su): 
  A 
  R'Karg 
  drone 
  can 
  communicate telepathically with an adult as long 
  as no more than 500 ft. separate them. 
  R'Karg Mother 
  Large Aberration 
  Hit Dice: 12d8+24 (78 hp) 
  Initiative: +4 (Improved Initiative) 
  Speed: 1 ft. 
  AC: 22 (+12 natural) 
  Attacks: 4 tentacles +13 melee 
  Damage: 1d10+4 
  Face/Reach: 10 ft. by 20 ft./20 ft. (Tentacles) 
  Special Attacks: Darkness 
  Special Qualities: Blindsight, regeneration 5, 
  telepathy 
  Saves: Fort +4, Ref +4, Will +6 
  Abilities: Str 18, Dex 10, Con 15, Int 14, Wis 12, 
  Cha 8 
  Skills: Climb +10, Jump +8, Hide +8, Listen +6, 
  Move Silently + 6, Spot +6 
  Climate/Terrain: Warm desert and underground 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 13-15 HD (Huge) 
   
  Adult female R'Karg are massive, bloated 
  creatures that look like a horrifying hybrid of 
  insect and arthropod. Drones actually build the 
  roughly conical nest of hardened earth around the 
  Mother, and she soon becomes too large to leave 
  the nest. She sprawls in the cool, dark nest, 
  directing the activities of her drones, producing 
  eggs and devouring the prey her children bring to 
  her. Eyestalks and antennae protrude from the 
  nest, allowing the Mother to sense anything 
  within 90 ft. Tentacles spill out of the top of the 
  nest, writhing and flailing at her prey. Because 
  she devours them soon after mating, males are 
  rarely found in a R'Karg nest. 
  The R'Karg Mother devours many of her 
  victims whole, grasping the paralyzed prey in her 
  strong tentacles and dropping them into her 
  gaping, insatiable maw. Magical items resistant to 
  her powerful stomach acids may be discovered in 
  the Mother's gizzard. 
  Combat 
  7 
  THE HIDDEN VAULT 
  
  If the nest is threatened, the Mother will 
  command all of her drones to come to her 
  defense. She will focus the drones' attentions on 
  spell-casters and archers who she cannot reach. 
  Protected by the hardened nest and her strong 
  chitinous exoskeleton, she will attack with her 
  tentacles, grappling and constricting anything 
  within reach. 
  Blindsight (Ex): A R'Karg Mother's spindly 
  antennae allow her to sense objects and creatures 
  within 90 ft., even in total darkness. 
  Darkness (Su): At will, a R'Karg Mother can 
  cause darkness as the spell cast by a 7th-level 
  sorcerer. 
  Regeneration (Ex): Fire and cold do normal 
  damage to a R'Karg Mother. If she loses an 
  extremity, the lost body part regrows in 3d10 
  minutes. 
  Telepathy (Su): A R'Karg Mother can 
  communicate 
  with 
  and 
  direct 
  her 
  drones 
  telepathically as long as no more than 500 ft. 
  separate them. 
  Improved Grab (Ex): To use this ability, the 
  R'Karg Mother must hit a Medium-Size or 
  smaller opponent with a tentacle. If the grapple is 
  successful, the R'Karg Mother can constrict the 
  victim. 
  Constrict (Ex): The R'Karg Mother deals 
  automatic tentacle damage with a successful 
  grapple check against a Medium-Size or smaller 
  opponent. 
   
   
           NEW MAGIC ITEM 
  Pick of Mighty Excavation 
  Crafted for a dwarven king centuries ago, this 
  minor artifact appears to be a +2 heavy pick. If 
  wielded by a dwarf of Strength 16 or higher, 
  however, the pick is capable of excavating three 
  cubic ft. of solid rock in a single hour. The type of 
  stone makes no difference-the pick cuts as easily 
  through granite as it does through limestone. 
  The shaft is constructed of ironwood carved 
  with dwarvish runes, while the head and pick 
  itself are made of the strongest steel. The handle 
  is wrapped in dragon's hide to provide a steady 
  and durable grip. 
   
          FANTASY FLIGHT GAMES 
  Fantasy Flight Games, Inc. (FFG) is a leading 
  publisher of roleplaying games, card games, and 
  boardgames, and creator of the innovative 
  customizable 
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  category. 
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  bestselling and award-winning game products 
  include the Diskwars and Doomtown: Range 
  Wars CDGs, the Twilight Imperium boardgame, 
  and the Blue Planet v2 RPG. For more 
  information about Fantasy Flight Games and its 
  exciting products, visit the company's website at 
  www.fantasyflightgames.com.  
   
   
  OPEN GAME CONTENT 
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  8 
  THE HIDDEN VAULT 
  
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  9 
  THE HIDDEN VAULT 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 01-05/The Hidden Vault.pdf