TEXT: 25
  Encephalon Gorgers on the Moon
  
  Author
  Casey W. Christofferson
  Producer
  Bill Webb
  Project Manager
  Zach Glazar
  Editor
  Jeff Harkness
  Swords & Wizardy Conversion
  Jeff Harkness
  Fantasy Grounds Conversion
  Michael G. Potter
  Art Director
  Casey W. Christofferson
  Layout and Graphic Design
  Charles A. Wright
  Cover Design
  Jim Wampler
  Front Cover Art
  Joshua Stewart
  Interior Art
  Terry Pavlet, Joshua Stewart,  
  Casey W. Christofferson,  
  & Michael Syrigos
  Cartography
  Robert Altbauer
  Playtesters 
  Kathy and Ainsley Christofferson,  
  Eli Willem Page, Levi Combs,  
  David Valadez, Marcus Valadez,  
  Hunter Say, Dr. Charles Turley,  
  Zach Kirkendall
  ©2019 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is 
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  CEO
  Bill Webb
  Creative Director 
  Matthew J. Finch
  Production Director
  Charles A. Wright
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  Zach Glazar
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  Jim Wampler
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  Mike Badolato
  FROG GOD GAMES IS
  Frog  
  God 
  Games
  Adventures 
  Worth  
  Winning
  ISBN: 978-1-62283-719-9
  
  2
  Frog God Games
  Encephalon Gorgers on the Moon ....................................... p. 3
   
  Encounter Areas ...................................................... p. 3
   
  Part 2: Yerlitha’s Rift .............................................. p. 8
  Appendix A: New Monster ............................................... p. 18
  Appendix B: Player Maps .................................................p. 19
  Legal Appendix ............................................................. p. 23
  Table of Contents
  
  3
  Encephalon Gorgers on the Moon
  3
  Encephalon Gorgers on the Moon is a Swords & Wizardry adventure 
  for 4–5 characters of levels 7–8. The adventure is designed to take place 
  in a hilly forested region setting along a seldom-traveled forest road. 
  For familiarity, the adventure is set in the hills around the Stoneheart 
  Mountains of the Lost Lands setting, though it can easily be adapted to 
  any setting the Referee chooses for his or her home campaign. 
  Background
  The Night Forest, as it is called in local parlance, earned its name from 
  the thick canopy of foliage and extremely tall trees that block out the 
  natural sunlight, bringing about near twilight everywhere except in its rare 
  clearings. The Night Forest is renowned far and wide for its lush hunting 
  opportunities and its rich supply of game animals. 
  For many years, the Night Forest has also been known for sightings of 
  feral common cats whose regional origins are as lost to antiquity as the 
  legends of the forest itself. The cats for their part seem content to hunt 
  the forest for squirrels, rabbits, voles, and other small game. They are 
  also known to lead lost travelers to outposts of civilization such as the 
  Hurrie Inn. For this reason, local scouts and hunting guides for years have 
  welcomed them as friendly companions. 
  Recently though, the cats began disappearing deeper into the timber 
  of Midnight Mountain. Woodsmen have even reported seeing the felines 
  near the strange ruined shrine sitting atop the mountain. 
  The withdrawal of the felines seems to coincide with a recent lunar eclipse 
  some believe brought a curse upon the land. Since the eclipse, other animals 
  of the forest such as the plentiful deer and elk of the region have been found 
  with their skulls broken open or their brains leaking from their ears. Smaller 
  creatures such as squirrels, raccoons, and foxes have been acting erratically to 
  the point that locals have begun to fear a plague has set in. Talk of disease has 
  of course pointed suspicious fingers at the otherwise benign cats. 
  Adventure Summary
  At the onset of the adventure, the characters are tasked with 
  investigating the possibility of a plague upon the mountain, as many fear 
  the contamination could spread along the forest road and make its way to 
  larger population centers. The characters uncover rumors and information 
  at the Hurrie Inn that leads them to explore Midnight Mountain. The 
  characters may take several paths upon the mountain as they discover 
  more clues that eventually lead to a final confrontation with the true horror 
  stalking the wooded paths.
  The true danger comes from far away. The recent eclipse created a 
  portal between the moon Sybil and Midnight Mountain that allows the 
  encephalon gorger Yerlitha and her minions to pass into the forest on the 
  nights of the hidden moon. Yerlitha intends to establish a base on Midnight 
  Mountain as her kind had in the ancient days and eventually reconquer the 
  surrounding lands. Thus far, her plans have been thwarted by the native 
  cats — led by Mr. Pants, a mixed descendant of a golden cat and its feral 
  allies. The cats hunt Yerlitha’s intellect devourers and protect the native 
  folk from the gorger’s hunger — for now. 
  As the characters delve deeper into the Night Forest and scale Midnight 
  Mountain, they discover the ancient lunar gate leading to Yerlitha’s lair on 
  the moon Sybil. Once there, they must face the manifold terrors awaiting 
  them if they have any hope of destroying the threat Yerlitha and her brood 
  pose once and for all.  
  Getting Started
  The Referee may use any number of hooks to get the characters 
  involved in the story: 
  Dominion Arcane: The wizards’ guild known as the Dominion 
  Arcane — or another similar guild — contacts its member and tells them 
  their astrologers and astronomers noted anomalies during a recent lunar 
  eclipse. They believe the frequency and duration of the anomalies can 
  only increase as the dark moon Sybil begins to wane. 
  Sent by the Gods: A cleric, paladin, or another character with a close 
  relationship to his deity is haunted by dreams of some terrestrial doom 
  that sets them on the path to the Hurrie Inn. They are inspired to quest for 
  the inn and discover the source of their troubled dreams. 
  Other Possibilities: Maybe the characters are just passing through. 
  Encephalon Gorgers on the Moon serves as a great random adventure 
  to use when characters are traveling long distances as part of a larger 
  campaign. For example, characters passing through the mountains on 
  their way from Bard’s Gate to Reme may find themselves skirting the foot 
  of Midnight Mountain. 
  Encounter Areas
  The following areas describe in greater detail locations and NPCs the 
  characters encounter in and around the Night Forest.
  1. The Hurrie Inn
  The Hurrie Inn is a small inn used by petty nobles, wealthy merchants, 
  and hunters seeking to harvest the bounty of Midnight Mountain. 
  Gertrude and Halmer Hurrie, a pair of retired hunting guides, run the 
  inn. They opened the 12-room, two-story log cabin as a waystation and 
  hunting lodge.
  Bill of Fare
  Rooms at the inn cost 5sp per night and include a meal of cheese, 
  lingonberries, wild carrot, and yams. Sleeping in the common room 
  and having a bowl of hot stew is 2sp. Drinks served at the inn 
  are lingonberry wine for 1sp a cup or schnapps for 2sp. No meat 
  is currently being served, as Gertrude and Halmer are concerned 
  about the safety of the animal meat being harvested in the forest at 
  this time. 
  Gertrude (Rgr4): HP 30; AC 7[12]; Atk +1 short sword 
  (1d6+1), hand axe (1d6) or longbow x2 (1d6); Move 12;  
  Save 11; AL L; CL/XP 4/120; Special: +4 damage vs. giants 
  and goblin-types, alertness, tracking.
  Equipment: leather armor, +1 short sword, hand axe, longbow, 
  20 arrows.
  Encephalon Gorgers  
  on the Moon
  By Casey W. Christofferson
  
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  Frog God Games
  
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  Encephalon Gorgers on the Moon
  Note: She is typically armed only with her hand axe, which she 
  keeps sheathed at her back. She keeps her armor and weapons 
  in the quarters she shares with Halmer.
  Halmer (Rgr4): HP 37; AC 7[12]; Atk +1 hand axe (1d6+1) or 
  longbow x2 (1d6); Move 12; Save 11; AL L; CL/XP 4/120;
  Special: +4 damage vs. giants and goblin-types, 
  alertness, tracking.
  Equipment: leather armor, +1 hand axe, longbow, 20 
  arrows, 2 potions of healing.
  Guests and Visitors
  The following guests and visitors are currently at the inn. As the 
  characters enter, a heated discussion is going on about the nature of the 
  cats and the plague haunting the region. 
  Tabatha the Crone: 
  Old Tabatha is shouting in Gertrude’s face as the characters arrive at the 
  inn. Gertrude is upset because Mr. Pants and Potato — her favorite cats — 
  haven’t been seen in several days. She believes Tabatha knows something 
  about the missing cats. The crone lives in the forest and is a likely suspect 
  in Gertrude’s opinion.
  Tabatha makes no bones about the fact that she thinks the cats are part 
  of the plague affecting the local wildlife. She blames the cats for her goats 
  being killed in her yard with their brains dripping from their ears. After 
  the heated argument, Old Tabatha leaves the establishment. As she huffs 
  out of the inn, she warns anyone within earshot that the next full moon is 
  sure to bring doom to the denizens of Midnight Mountain — and that the 
  cats are to blame!
  If asked, Gertrude describes Mr. Pants as a large silver-colored cat with 
  bright blue eyes. Potato is a mostly brown tabby with golden spots. 
  Tabatha the Crone (MU3): HP 7; AC 8[11] or 2[17] (missile) 
  and 4[15] (melee) from shield spell; Atk staff (1d6); Move 9; 
  Save 13; AL N; CL/XP 3/60; Special: +2 saves vs. spells, 
  wands and staffs, spells (3/1).
  Spells: 1st—magic missile, shield, sleep; 2nd—continual 
  light.
  Equipment: deerskin hide dress, staff, pouch of colorful 
  rocks (1 is a ruby worth 10gp)
  Wenzil the Hunter 
  Wenzil isn’t so sure the cats are to blame for the situation, though he is 
  sure something evil has slipped into the forest from another world. Some 
  dog-like creatures recently chased him off the mountain while he was on 
  his way to visit his friend Thaynor on the backside of the mountain. As he 
  fled, he felt as if he was losing his mind! He refuses to go back to his cabin 
  in the woods.
  Wenzil the Hunter (Rgr2): HP 33; AC 7[12]; Atk longsword 
  (1d8) or shortbow x2 (1d6); Move 12; Save 11; AL N; CL/
  XP 2/30; Special: +2 damage vs. giants and goblin-types, 
  alertness, tracking.
  Equipment: leather armor, longsword, shortbow, 20 
  arrows, bronze medallion tied on a leather cord, 5sp.  
  Golby Fulton 
  Golby is a merchant passing 
  through with his wagon and two 
  guards. Something on the road 
  spooked his mules. Golby isn’t 
  certain what it was, but some 
  creature scampered by and 
  the mules went wild with 
  fear. He thinks it was a 
  large cat, but he isn’t sure 
  because dozens of other 
  felines came racing by in 
  pursuit. Much yowling and 
  hissing erupted from 
  the woods, causing 
  one of the mules 
  to sidestep off the 
  path. The mule now 
  has a sorely strained 
  leg that magic could 
  heal so Golby could 
  get back on the road. 
  He’ll pay 100gp for 
  such help, and offers 
  a discount from one of 
  his shops in the nearest 
  settlement.
  Golby Fulton, Halfling 
  Merchant: HP 3; AC 9[10]; Atk 
  club (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: 
  +1 to hit with missile weapons, +4 save vs. magic.
  Equipment: club.
  Farmer Hamm Schinken: Farmer Schinken owns the biggest farm in 
  the area, where he maintains a small apple orchard and raises a herd of 
  hogs. Schinken is suspicious, superstitious, and doesn’t trust the old crone 
  Tabatha one bit. His family farm is just down the road. He stopped at the 
  inn for a few pints and to catch whatever stories the local farmers and 
  travelers are telling. When encountered at the Hurrie Inn, he is charming 
  Note
  Characters don’t always do what you want them to do or go 
  where the bread crumbs lead. Since the Night Forest is near dark 
  to dark most of the time, the characters could easily lose track of 
  time. Therefore, it doesn’t really matter when the characters make 
  it to the mountain’s summit: The moon should be full when they 
  get there regardless!
  What’s the Deal with  
  All These Darned Cats?
  How the golden cat breed came to the Night Forest is a tale from 
  the time of legend. In those days, the Cat Lord was wounded in 
  a great battle against Yerlitha’s folk and trapped in the world far 
  away from his realm in the Wild. A local huntress came upon the 
  wounded animal lord and nursed him back to health, guarding him 
  from his enemies as he recovered. As a gift of thanks, the Cat Lord 
  left a pair of golden cats for the huntress as faithful companions. 
  Typically, golden cats are just that. They have a golden pelt and 
  brilliant green or golden eyes. As the original golden cats of the 
  Night Forest intermingled so frequently with the local cats, their 
  purest descendants no longer bear the traditional golden color of 
  their namesakes. These cats (like Potato and Mr. Pants) still possess 
  the same powers and abilities of a golden cat even though they 
  no longer possess the pure golden color. They tend to be fond of 
  rangers and respectful hunters.
  The feral cats of the Night Forest are a unique breed of domestic 
  cat. They are slightly larger, smarter, and more resistant to magical 
  effects than a standard cat as they are all mixed with the enchanted 
  breed of golden cats originally given by the Cat Lord. These 
  feral cats gain an additional +2 to all saving throws due to their 
  supernatural luck. 
  
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  Frog God Games
  and gregarious. He may ask the characters of news from the outside world. 
  When the characters encounter Schinken for a second time, things are 
  unfortunately much worse for the farmer and his family. 
  Hamm Schinken, Halfling Farmer (Ftr2): HP 9; AC 7[12]; 
  Atk club (1d4) or sling (1d4); Move 9; Save 13; AL L; CL/
  XP 2/30; Special: +1 to hit with missile weapons, +4 save vs. 
  magic, multiple attacks (2) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, club, sling, 10 stones.
  2. Schinken Farms
  Schinken Farms is just down the road from the inn. It is the first place 
  the characters pass before getting to the bend in the road that leads to 
  the Night Forest. The characters find wildly different circumstances at the 
  farm each time they pass by.
  On Their Journey into the Night Forest: The first time the characters 
  pass, they get a friendly wave from farmer Schinken. He may be about to 
  turn in for the night, or headed out to tend the farm or animals. On Their 
  Return from the Night Forest: The second time the characters go by 
  the farm, intellect devourers have assimilated Schinken, his wife, and his 
  3 farmhands. At this point, the characters may very well think the threat 
  from the moon has passed!
  Hamm Schinken, Halfling Male Farmer (Ftr2) (Intellect 
  Devourer Host): HP 9; AC 7[12]; Atk club (1d4) or sling 
  (1d4); Move 9; Save 13; AL L; CL/XP 2/30; Special: +1 to 
  hit with missile weapons, +4 save vs. magic, multiple attacks 
  (2) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, club, sling, 10 stones. 
  Mrs. Schinken, Human Female Farmer (Intellect 
  Devourer Host): HP 4; AC 9[10]; Atk dagger (1d6);  
  Move 12; Save 18; AL L; CL/XP B/10; Special: none.
  Equipment: kitchen knife.
  Farmhands, Humans (Intellect Devourer Hosts) (3): HP 
  5, 4x2; AC 9[10]; Atk fists (1hp); Move 12; Save 18; AL N; 
  CL/XP B/10; Special: none.
  Intellect Devourers (5): HD 5; HP 37, 34x2, 31, 30; AC 4[15]; 
  Atk 4 claws (1d4); Move 15; Save 12; AL C; CL/XP 7/600; 
  Special: cause madness (15% chance if mind blast damage), 
  control body (assume control of dead or helpless creatures), 
  hide in shadows (75%), mental blast (3/day, 2d6 damage, 
  save for half), move silently (80%), spell-like abilities. (see 
  Appendix A: New Monster)
   
  Spell-like abilities: at will—detect magic, ESP, 
  inflict light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  3. Tabatha’s Cabin
  Old Tabatha’s cabin is at the edge of the forest. If Tabatha stormed off 
  without the characters stopping her or immediately following the crone, 
  they find her murdered in her camp, her head split open and her brain is 
  missing. 
  If the characters follow her from the inn to her cabin, they arrive just 
  as an intellect devourer attacks and attempts to enter her mind. If the 
  characters rescue her, she offers them a scroll of protection from evil and 
  heads back to the Hurrie Inn for protection, an apology, and to warn others. 
  Tabatha has a potion of healing, a scroll of protection from evil, a scroll 
  of invisibility, and a scroll of darkness 15ft radius, 30sp, and 2 pounds of 
  venison jerky. 
  Intellect Devourer: HD 5; HP 38; AC 4[15]; Atk 4 claws 
  (1d4); Move 15; Save 12; AL C; CL/XP 7/600; Special: 
  cause madness (15% chance if mind blast damage), control 
  body (assume control of dead or helpless creatures), hide in 
  shadows (75%), mental blast (3/day, 2d6 damage, save for 
  half), move silently (80%), spell-like abilities. (see Appendix 
  A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  Once characters pass by Tabatha’s cabin, they enter the Night Forest.
  The Night Forest
  The forest is dark and shadowy during the day, and darker still at night, 
  requiring those without natural low-light vision or darkvision to bear a 
  torch or lantern. The woods are alive with creatures — some benign, some 
  downright evil — that the characters may encounter as they travel. Roll 
  1d20 once for every fork in the road (or whenever the Referee feels like it) 
  and check the table below. 
  Random Encounters 
  1d20
  Encounter
  1
  Dead animals
  2
  Maddened elk or deer
  3
  Maddened moose
  4
  Feral cat
  5
  Clowder of cats
  6
  Intellect devourer
  7
  Maddened fox or raccoon
  8
  Maddened hunters
  9–20
  No encounter
   
  Dead Animal: The characters find a dead deer, elk, or goat lying on 
  the path or in the weeds off to the side of the path. The creature’s eyes are 
  bugged out, and it has claw marks around its skull. Its brains are missing. 
  Maddened Elk or Deer: This is an encounter with an elk or deer that 
  has been driven mad. The creature charges the party, thrashing to and fro 
  with its antlers.
  Maddened Deer: HD 2; AC 6[13]; Atk 2 hooves (1d4) or gore 
  (1d6); Move 15; Save 16; AL C; CL/XP 2/30; Special: 
  surprise (1–2 on 1d6). (The Tome of Horrors Complete 
  625) 
  Maddened Moose: This is a dangerous encounter with a moose driven 
  mad by an encounter with an intellect devourer. 
  Maddened Moose: HD 5; AC 5[14]; Atk butt (1d8) or 2 hooves 
  (1d6); Move 12; Save 12; AL C; CL/XP 5/240; Special: 
  none. (The Tome of Horrors Complete 640)
  Feral Cat: The characters encounter a feral cat of the forest. The cat 
  leads the characters to one of the nearest encounters. 
  Feral Cat: HD 1d6hp; AC 9[10]; Atk bite (1d2); Move 10; Save 
  18; AL N; CL/XP B/10; Special: none.
  Clowder of Cats: A clowder of feral cats chases an intellect devourer. 
  Characters have a 1-in-6 chance of seeing the fleeing intellect devourer 
  before it vanishes into the darkness. 
  Clowder of Feral Cats: HD 4; AC 9[10]; Atk claws (1d8); 
  Move 10; Save 13; AL N; CL/XP 4/120; Special: none. 
  
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  Encephalon Gorgers on the Moon
  Intellect Devourer: An intellect devourer creeps up on the party, 
  randomly singling out an opponent to feast on. 
  Intellect Devourer: HD 5; AC 4[15]; Atk 4 claws (1d4); Move 15; 
  Save 12; AL C; CL/XP 7/600; Special: cause madness (15% 
  chance if mind blast damage), control body (assume control of 
  dead or helpless creatures), hide in shadows (75%), mental blast 
  (3/day, 2d6 damage, save for half), move silently (80%), spell-like 
  abilities. (see Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  Maddened Fox or Raccoon: This small critter has been driven mad by 
  the presence of the intellect devourers.
  Fox: HD 1; AC 4[15]; Atk bite (1d4); Move 15; Save 17; AL C; 
  CL/XP 1/15; Special: surprise (1–2 on 1d6). (The Tome of 
  Horrors Complete 629)
  Raccoon: HD 2hp; AC 8[11]; Atk bite (1d2); Move 4 (climb 4); 
  Save 18; AL C; CL/XP A/5; Special: none. (The Tome of 
  Horrors Complete 642)
  Maddened Hunters: The characters encounter a band of 1d4 hunters 
  suffering from the effects of contact with intellect devourers. They attempt to 
  befriend the characters, leading them to an ambush not far from the lunar gate. 
  Maddened Hunters (Ftr1) (1d4): HD 1; AC 7[12]; Atk hand 
  axe (1d6), shortbow x2 (1d6); Move 12; Save 14; AL N; CL/
  XP 1/15; Special: none.
  Equipment: leather armor, hand axe, shortbow, 10 
  arrows.
  4. Shrine of Cat Lord
  This forest clearing features a circle of standing stones carved with the 
  likeness of various cats, including figures that are a mix of cat and man. 
  A bust of a “cat-man” hybrid stands on the western side of the clearing. 
  Dozens of feral cats sit in the clearing, all looking intently at a large cat 
  with silver fur and brilliant blue eyes that seems to address the mass with 
  yowls and purrs. 
  The large silver-furred cat is Mr. Pants, one of Gertrude’s missing pair 
  of felines. 
  Mr. Pants is organizing a rescue mission to free Potato, who is holed up 
  at the cabin of Wenzil the Woodsman.
  Clowder of Feral Cats: HD 4; AC 9[10]; Atk claws (1d8); 
  Move 10; Save 13; AL N; CL/XP 4/120; Special: none.
  Mr. Pants (Silver Fur) (Golden Cat Descendant): HD 2; 
  HP 10; AC 9[10]; Atk bite (1d4); Move 10; Save 16; AL N; 
  CL/XP 2/30; Special: +2 bonus to saves, lucky/unlucky 
  (3/day, owner rerolls die, enemies within 40ft reroll). (The 
  Tome of Horrors Complete 287)
  Characters able to speak with animals get the gist of the story from Mr. 
  Pants. Mr. Pants describes tiny moon monsters that affect the minds of the 
  woodland creatures. He says his true master ordered him to defend the 
  forest against the threat. 
  Characters unable to understand the cats miss out on what is going on, 
  but can still follow Mr. Pants as he and an entourage of feral felines head 
  toward Wenzil’s cabin (Area 5). If the characters threaten the cats in any 
  way, they melt into the woods to avoid conflict and danger. 
  The statue on the western edge of the clearing is a carving of the Cat 
  Lord, one of the animal lords who rule the wild. 
  Leaving a saucer of cream, milk, a ball of string, or a sprig of catnip at 
  the base of the bust of the Cat Lord grants the tribute giver a +2 on their 
  next saving throw. This effect can be earned once per week. 
  5. Wenzil’s Cabin
  Wenzil’s cabin is deeper in the woods and higher up the mountain. As 
  the characters approach the clearing, they hear the yowling of several 
  cats that appears to be coming from a woodshed next to the cabin. Other 
  creatures are crawling on the woodshed. The bodies of cats and strange 
  creatures that look like mashed brains with clawed feet lie around the 
  clearing, showing signs of a fierce battle. 
  Attempting to enter the woodshed are 2 intellect devourers. Gertrude’s 
  missing cat Potato is defending the structure. 
  Feral Cats (1d6): HD 1; AC 9[10]; Atk bite (1d2); Move 10; 
  Save 17; AL N; CL/XP 1/15; Special: none.
  Potato (Brown and Gold Fur) (Golden Cat Descendant): 
  HD 2; HP 9; AC 9[10]; Atk bite (1d4); Move 10; Save 16; AL 
  N; CL/XP 2/30; Special: +2 bonus to saves, lucky/unlucky 
  (3/day, owner rerolls die, enemies within 40ft reroll). (The 
  Tome of Horrors Complete 287)Intellect Devourer: 
  HD 5; HP 35, 31; AC 4[15]; Atk 4 claws (1d4); Move 15; 
  Save 12; AL C; CL/XP 7/600; Special: cause madness (15% 
  chance if mind blast damage), control body (assume control 
  of dead or helpless creatures), hide in shadows (75%), mental 
  blast (3/day, 2d6 damage, save for half), move silently (80%), 
  spell-like abilities. (see Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  6. Hunters’ Camp
  This hunters’ camp stands at a crossroads of forest trails. Sitting in a 
  circle staring at one another over the cold campfire are 3 hunters. As the 
  characters approach, they stand as one, turn all at the same time, and greet 
  the characters in the same monotone voice. If any cats are present with 
  the characters, the hunters attack, aiming at the cats with their first volley. 
  Currently, 3 intellect devourers are controlling the minds of the 
  hunters, and attempt to jump into the bodies of the characters if the 
  hunters are killed.
  Hunters (Ftr3) (3) (Intellect Devourer Host): HD 3; HP 
  21, 20, 17; AC 7[12]; Atk hand axe (1d6), shortbow x2 (1d6); 
  Move 12; Save 12; AL C; CL/XP 3/60; Special: none.
  Equipment: leather armor, hand axe, shortbow, 10 
  arrows.Intellect Devourers (3): HD 5; HP 35, 34, 
  31; AC 4[15]; Atk 4 claws (1d4); Move 15; Save 12; 
  AL C; CL/XP 7/600; Special: cause madness (15% 
  chance if mind blast damage), control body (assume 
  control of dead or helpless creatures), hide in shadows 
  (75%), mental blast (3/day, 2d6 damage, save for 
  half), move silently (80%), spell-like abilities. (see 
  Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  7. Thaynor’s Hollow
  Located near a freshwater spring, the half-orc Thaynor has lived on the 
  mountain for many moons. His only friend is Wenzil, whom he pays to 
  bring him supplies from civilization. Thaynor was one of the first taken by 
  the intellect devourers. His campsite shows signs of a struggle and dried 
  blood is splattered near where his bedroll lies in disarray. The campfire 
  is cold, and has seen a flame in several weeks, roughly since the night of 
  the eclipse. 
  
  8
  Frog God Games
  8. Mountain Lunar Gate
  Atop the mountain is a strange half circle of standing stones that form 
  an archway that is 10ft wide and 12ft high. A set of stairs carved into 
  the solid rock leads up to the archway. At the foot of the stairs stands a 
  large orc holding a massive axe across his hips. Thaynor is a mindless 
  slave now, serving as a guardian for the mountaintop lunar gate with an 
  intellect devourer controlling his actions. As the characters approach, 
  they notice a rising full moon glowing within the interior of the arch, as if 
  it had passed out of the sky and into the stone structure. A moment later, a 
  tall, thin humanoid figure appears. egd Another intellect devourer crawls 
  about the robes of the freakish humanoid, like a pet ferret running around 
  the robes of some carnival barker. 
  The encephalon gorger sets the intellect devourer and Thaynor against 
  the party, while it uses its powers to circle into position to slurp the brains 
  from lightly armored opponents. If the gorger is wounded, it retreats across 
  the lunar gate to the Crystal Dome on Sybil, figuring to wait until the 
  characters leave the mountaintop before returning on the next moonless 
  night when Sybil crosses through the gate’s interior. The only way to stop 
  Yerlitha’s minions is to cross to her lair and dismantle her gate generator, 
  known as the crystal machine. 
  If the characters follow the encephalon gorger through the lunar gate, 
  a sensation like a hook snagging their guts as it rips them across the gulf 
  of time and space strikes them, and they find themselves deposited on the 
  moon Sybil in Yerlitha’s Rift (see Part 2). 
  Thaynor, Male Orc (Intellect Devourer Host): HD 6; AC 
  6[13]; Atk battle axe (1d8+2); Move 9; Save 11; AL C; CL/XP 
  6/400; Special: none.
  Equipment: battle axe.
  Encephalon Gorger: HD 8; HP 58; AC 6[13]; Atk 2 claws 
  (1d6+1); Move 6; Save 8; AL C; CL/XP 9/1100; Special: 
  haste (2/day), mindfeed (after 2 claws hit, draw out brain for 
  automatic 1d6 damage per round), regenerate (3hp/round), 
  resist cold (50%). (The Tome of Horrors Complete 234)
  Intellect Devourers (2): HD 5; HP 36, 30; AC 4[15]; Atk 
  4 claws (1d4); Move 15; Save 12; AL C; CL/XP 7/600; 
  Special: cause madness (15% chance if mind blast damage), 
  control body (assume control of dead or helpless creatures), 
  hide in shadows (75%), mental blast (3/day, 2d6 damage, 
  save for half), move silently (80%), spell-like abilities. (see 
  Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  Part 2. Yerlitha’s Rift
  Yerlitha’s Rift refers to the lunar rift of this section of Sybil where 
  Yerlitha and her encephalon gorgers hold sway. The rift is alien in many 
  regards to the standard material world, though it possesses a cool, damp 
  atmosphere capable of sustaining life and affords some access to water. 
  The rift was home to a tribe of native lunar stone giants whom the 
  encephalon gorgers dominated and forced to mine for the crystals and 
  mica used in their alien contraptions and devices. 
  Much of the rift’s surface is coated in fungal forests that are home to a 
  number of hazards, including many odd and dangerous species. 
  A. Lunar Gate
  The lunar gate opens to various locations in the Lost Lands attuned by 
  the many-faceted orb (Area I-11) in the Crystal Dome of Queen Yerlitha. 
  The choices for travel are denoted by the phase of the moon associated 
  with the lunar gate. Combined with the power of the crystal machine, they 
  allow travel to a dozen other lunar gates spread across the Lost Lands. 
  Guarding the lunar gate is a native stone giant whose brain has been 
  stolen by the gorgers and replaced by a pet intellect devourer. 
  Stone Giant (Intellect Devourer Host): HD 9+3;  
  HP 63; AC 0[19]; Atk club (3d6); Move 12; Save 6; AL C; 
  CL/XP 10/1400; Special: throw boulders (3d6 damage). 
  (Monstrosities 200)
  Intellect Devourer: HD 5; HP 33; AC 4[15]; Atk 4 claws (1d4); 
  Move 15; Save 12; AL C; CL/XP 7/600; Special: cause madness 
  (15% chance if mind blast damage), control body (assume control 
  of dead or helpless creatures), hide in shadows (75%), mental blast 
  (3/day, 2d6 damage, save for half), move silently (80%), spell-like 
  abilities. (see Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  B. Fungal Fields
  Fields of massive semi-sentient and sentient fungi coat the craters and 
  cliffs of the region. The fungi show a commonality with the fungi of the 
  great deeps. The common nonthreatening sorts exhibit bioluminescent 
  tendencies, but darken if approached. 
  Within the fields themselves are a species of mushroom men native 
  to Sybil. They are of little interest to the encephalon gorgers, though 
  they avoid the giants not under their sway. The stone giants consider the 
  mushroom men a great delicacy. 
  Random Encounters
  Roll 1d20 for every new region the characters enter in Yerlitha’s Rift. 
  1d20
  Encounter
  1
  Mushroom men
  2
  Slime crawler
  3
  Carrion moth
  4
  Freylock the stone giant
  5
  Stone giant (Intellect devourer host)
  6
  Phycomid patch
  7
  Ghoul band
  8
  Violet fungus patch
  9
  Giant twilight mushrooms 
  10
  Slime mold
  11–20
  No encounter
  Standard Features
  Alien Atmosphere: The atmosphere is difficult to breath because 
  of the damp and the clouds of fungal spores. Non-native creatures 
  suffer a –2 penalty to saving throws unless they are within one of 
  the crystal domes. This effect lasts for 1d4 days or until the non-
  native creatures acclimatizes to the atmosphere. 
  Slightly Hasty: Characters from the Lost Lands visiting the rift 
  of Sybil for the first time discover that they move a tad quicker due 
  to a marginally smaller gravitational difference between the Lost 
  Lands and Yerlitha’s Rift. For 1d4 days, the characters add +5 to 
  their movement. 
  Strange Light: Lighting is off from the norm, making everything 
  in the lunar rift feel like it’s late dusk (similar to being under a black 
  light). Non-native characters suffer a –2 penalty to surprise checks 
  (roll once for the group). This effect fades in 1d4 days as creatures 
  become accustomed to the differences. 
  
  9
  Encephalon Gorgers on the Moon
  
  10
  Frog God Games
  Carrion Moth: A carrion moth risen from the fungus fields flies out in 
  search of nourishment. The wail of its wings drives listeners to madness.
  Carrion Moth: HD 5; AC 3[16]; Atk 4 tentacles (paralysis), 
  bite (1d6); Move 12 (fly 24); Save 12; AL N; CL/XP 8/800; 
  Special: drone (confusion as spell, 2d4 rounds, save resists), 
  paralysis (2d6 rounds, save resists), stench (upon death, 5ft 
  gas cloud, save or nauseated for 1d4+1 rounds). (The Tome 
  of Horrors Complete 82)
  Freylock the Stone Giant: A native lunar stone giant in search of 
  his lost kinfolk hides among the canyons. Freylock is convinced that 
  something happened to his relatives and seeks answers. If the characters 
  are friendly, he may support their cause. He is already suspicious of the 
  beings dwelling within the crystal domes. 
  Freylock, Male Stone Giant: HD 9+3; AC 0[19]; Atk club 
  (3d6); Move 12; Save 6; AL C; CL/XP 10/1400; Special: 
  throw boulders (3d6 damage). (Monstrosities 200)
  Ghoul Band: A pack of 2d4 hungry ghouls and 1d2 ghasts hunt the 
  lunar surface in search of flesh. 
  Ghasts (1d2): HD 4; AC 4[15]; Atk 2 claws (1d3), bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch (3d6 turns, save resists), stench (10ft, save or –2 to hit). 
  (Monstrosities 189)
  Ghouls (2d4): HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immunities 
  (charm, sleep), paralyzing touch (3d6 turns, save resists).
  Mushroom-Men: The characters encounter 1d4 mushroom-men who 
  dwell among the fungus forests. They are of the tribe of Phyccil the Elder 
  and hate mammalian lifeforms. The mushroom-men attempt to capture 
  characters to torture them for information and to discern how their organs 
  work. Any prisoners are taken to Phyccil’s camp.
  Mushroom-Men (1d4): HD 3; AC 5[14]; Atk spear (1d6); 
  Move 12; Save 14; AL C; CL/XP 5/240; Special: spores 
  (release 1d6 spores upon death, grow to 2HD mushroom-men 
  within 1d4 rounds). (Monstrosities 341)
  Phycomid Patch: A dense phycomid patch covers the corpse of a 
  dead stone giant. 
  Phycomid Patch: HD 4; AC 4[15]; Atk fluid globule (1d6 acid 
  plus spore infection); Move 3; Save 13; AL N; CL/XP 5/240; 
  Special: acid globule (20ft range), spore infection (save or 
  1d6 damage per 10 minutes, cure disease heals). (The Tome 
  of Horrors Complete 430)
  Slime Crawler: These 2d6 slime crawlers dwell among the fungus 
  growing from the desiccated bodies of their deceased final evolution.
  Slime Crawler (2d6): HD 1; AC 4[15]; Atk tentacles (1d3), 
  bite (1d4); Move 9 (climb 6); Save 17; AL N; CL/XP 
  1/15; Special: slippery (save or fall prone). (The Tome of 
  Horrors Complete 504) 
  Slime Mold: The party stumbles across a slippery patch of deadly 
  slime mold.
  Slime Mold: HD 4; AC 9[10]; Atk slam (1d8+1 + disease); 
  Move 3; Save 13; AL N; CL/XP 4/120; Special: fungal rot 
  (1d6 damage daily until healed), immune to fire. (The Tome 
  of Horrors Complete 505)
  Stone Giant (Intellect Devourer Host): An intellect devourer is 
  affixed to the mind of this stone giant, slowly eating at the giant’s mind as 
  it controls the being. The dominated giant attempts to capture characters 
  and take them to the giants’ dome.
  Stone Giant (Intellect Devourer Host): HD 9+3; AC 0[19]; 
  Atk club (3d6); Move 12; Save 6; AL C; CL/XP 10/1400; 
  Special: throw boulders (3d6 damage). (Monstrosities 
  200)
  Intellect Devourer: HD 5; AC 4[15]; Atk 4 claws (1d4); Move 
  15; Save 12; AL C; CL/XP 7/600; Special: cause madness 
  (15% chance if mind blast damage), control body (assume 
  control of dead or helpless creatures), hide in shadows (75%), 
  mental blast (3/day, 2d6 damage, save for half), move silently 
  (80%), spell-like abilities. (see Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  Twilight Mushrooms (Giant): Exactly the same as their smaller 
  counterparts, this thick patch of 1d3+3 twilight mushrooms exudes 
  deadly spores. 
  Giant twilight mushrooms are purplish-black mushrooms about 6ft to 
  10ft in height. They grow in patches of 5–10 mushrooms and are usually 
  found in damp, dark underground areas. Twilight mushrooms sense 
  vibrations and exude a cloud of noxious and choking dust when a living 
  creature comes within 30ft of a patch. Creatures within the area must 
  succeed on a saving throw or take 2d6 points of damage. One minute 
  later, another saving throw must be made — even by those who succeeded 
  on the first one — to avoid another 1d6 points of damage. Whether the 
  saves are successful or not, a creature is disabled for 2d4 rounds from fits 
  of choking and coughing. Such a creature can take no action other than 
  to defend itself. Sunlight renders twilight mushrooms dormant, and cold 
  instantly destroys them. (The Tome of Horrors Complete 579)
  Violet Fungus Patch: A patch of 2d6 violet fungi wriggles and waves 
  its tentacles as the party approaches. 
  Violet Fungi (2d6): HD 3; AC 7[12]; Atk 4 tendrils (rot); 
  Move 1; Save 14; AL N; CL/XP 4/120; Special: tendrils 
  cause rot (save resists). (Monstrosities 183)
  C. Fungus Folk Camp
  This is the camp of Phyccil, shroom chieftain and shaman of his tribe 
  of 3d6 mushroom-men. A spore of the great Magopyccic itself, it too 
  aspires to grow to a colossal size so that it may rain down spores of war 
  against the annoyingly bright planet below. 
  The lunar mushroom-men are cruel, seeking to torture mammalian 
  lifeforms to determine how best to eradicate them all in their half-formed 
  plot to conquer the Lost Lands. 
  Phyccil’s folk expose captured mammals to a variety of fungi, slime, 
  and molds to determine which works best for their nefarious purposes. 
  Mushroom-Men (2d6): HD 1; AC 5[14]; Atk dagger (1d4); 
  Move 12; Save 17; AL N; CL/XP 1/15; Special: none. 
  (Monstrosities 341)
  Mushroom-Men (1d6): HD 3; AC 5[14]; Atk spear (1d6); 
  Move 12; Save 14; AL C; CL/XP 5/240; Special: spores 
  (release 1d6 spores upon death, grow to 2HD mushroom-men 
  within 1d4 rounds). (Monstrosities 341) 
  Phyccil, Shroom Chieftain: HD 8; AC 6[13]; Atk staff (1d6); 
  Move 9; Save 8; AL C; CL/XP 10/1400; Special: control 
  plants, plant growth, druid spells (3/2/2). (Monstrosities 
  424)
  
  11
  Encephalon Gorgers on the Moon
  Spells: 1st—detect magic, faerie fire, locate animals; 
  2nd—cause light wounds (x2); 3rd—call lightning, 
  protection against fire.
   
       Carved into the stump of a huge toadstool are petroglyphs detailing the 
  legend of Magopyccic, a colossal sentient fungus whose spores are said to 
  have spread throughout the cosmos, devouring worlds and granting their 
  desiccated husks to its fungoid offspring. Searching the stump reveals 
  a secret compartment within the mouth of the Magopyccic, where the 
  fungus folk gather their treasures. 
  Treasure: Potion of giant strength, scroll of plant growth, scroll of 
  shield, and 20 rare moonstone gems worth 100gp each.
  D. Altar of the Fungus Queen
  Deep within the fungus gardens stands an altar of filth dedicated to the 
  Fungus Queen, an alien goddess whose spores arrived on Sybil in ancient 
  eons lost to time. She is the counter to the Magopyccic, though each seeks 
  the same ultimate goal: to conquer the Lost Lands. A large carrion moth 
  and 2d4+4 slime crawlers were drawn to the altar and remain in the area 
  as its protectors.
  Carrion Moth: HD 8; HP 54; AC 3[16]; Atk 4 tentacles 
  (paralysis), bite (1d8); Move 9 (fly 18); Save 14; AL N; CL/
  XP 11/1700; Special: drone (confusion as spell, 2d4 rounds, 
  save resists), paralysis (2d6 rounds, save resists), stench (upon 
  death, 5ft gas cloud, save or nauseated for 1d4+1 rounds). 
  (The Tome of Horrors Complete 82)
  Slime Crawler (2d4+4): HD 1; AC 4[15]; Atk tentacles 
  (1d3), bite (1d4); Move 9 (climb 6); Save 17; AL N; CL/XP 
  1/15; Special: slippery (save or fall prone). (The Tome of 
  Horrors Complete 504) 
  Placing 50 pounds of rotten meat upon the altar and saying prayers to 
  the Fungus Queen grants the petitioner immunity to the effects of fungus 
  spores for 24 hours. 
  E. Temple of the Yellow God
  High atop a peak rising from the benighted hills stands a solid block 
  of polished hematite that glitters with reflected starlight. Swords, axes, 
  arrowheads, pieces of archaic iron and steel armor, and sheets of sundered 
  mail cling to the lower 10ft of the structure. A single doorway pierces the 
  block, with a staircase descending into the interior of the structure.
  The reason the walls of the building are covered in weapons and armor 
  becomes apparent when the magnetic nature of the hematite begins to 
  draw on ferrous metals brought within 20ft of the structure. Creatures 
  caught in the grasp of the magnetic pull must roll below their strength 
  on 4d6 to avoid becoming stuck to one of the walls of the shining black 
  block. Ferrous items stuck to the walls can be removed with the same 
  strength roll. If characters don’t want their metallic items to become stuck, 
  they must remove them and leave them at least 20ft from the structure. 
  E-1. Prayer Room
  Within the stone block is a prayer room. 
  A solitary figure shrouded in a golden robe spun from the silks of a 
  slime crawler sits quietly in the chamber. 
  The horrible priest beneath the robe defies description and to face its 
  gaze is to stare into the eyes of a mad god. The priest is an uggoth. It 
  attacks characters who are not true venerates of the Yellow God, though it 
  waits several rounds in silence before unleashing its mental blasts. While 
  it waits, it summons the guards from Area E-3.
  Yellow Priest, Uggoth: HD 9; HP 65; AC 4[15]; Atk 2 claws 
  (1d4), 4 tentacles (1d6 plus grab); Move 12 (swim 12); Save 
  6; AL C; CL/XP 11/1700; Special: darkvision (60ft), magic 
  resistance (15%), magical abilities, mind thrust (3/day, 40ft, 
  
  12
  Frog God Games
  one target, 4d6 damage, save for half), spell reflection (5%). 
  (Tome of Horrors 4 225)
  Magical abilities: at will—charm person, detect magic, 
  ESP, suggestion; 1/day—charm monster, phase door.
  E-2. Priest’s Room
  The Yellow Priest’s quarters are located behind the altar area where 
  the creature sits contemplating the universe. Within its quarters are 10 
  jars on a high shelf. The first 3 jars contain 5 doses each of red, violet, 
  and black lotus. The remaining 7 jars contain the heads of travelers who 
  found their way to the Temple of the Yellow God and were found lacking 
  in conviction. A pile of armor and equipment made from moon metal 
  includes a suit of +1 plate mail, a +1 shield, a +1 longsword, a wand of 
  lightning bolts (4 charges), a potion of healing, 223gp, and a fist-sized 
  topaz worth 50gp. 
  E-3. Sanark’s Cell
  The human wizard Sanark sits gibbering in this cell, his mind 
  overwhelmed by the constant tormenting visions of the Yellow God. Sanark 
  was traveling the Astral Plane when the sorcerous effects of Yerlitha’s 
  many-faceted orb ensnared him. If his mind is restored (possibly via the 
  violet lotus in Area E-2 or some other magic), he may offer his services 
  as a guide to locations in this region of the moon Sybil. He may also 
  show characters a way to return to their world once the crystal machine 
  is dismantled.
  Sanark, Human Male (MU6): HP 19 (currently 4); AC 9[10] 
  or 2[17] (missile) and 4[15] (melee) from shield spell; Atk staff 
  (1d6); Move 12; Save 10; AL N; CL/XP 7/600; Special: +2 
  save vs. spells, wands and staffs, spells (4/2/2).
  Spells: 1st—charm person, magic missile, shield, sleep; 
  2nd—invisibility, phantasmal force; 3rd—hold 
  person, slow.
  Equipment: robes, staff. 
  E-4. Guardroom
  Waiting here until the Yellow Priest summons them to defend the 
  uggoth from would-be attackers are 2 barrow wights that once followed 
  the Yellow God. They were blessed by the mad lord to be his priest’s 
  eternal guardians.
  Barrow Wights (2): HD 6; AC 3[16]; Atk slam (1d4 + drain 1 
  level); Move 12; Save 11; AL C; CL/XP 10/1400; Special: 
  insanity gaze (30ft, as symbol of insanity, save resists), level 
  drain (1 level). (The Tome of Horrors Complete 595) 
  F. The Acclimatizing Dome
  Rising from the plateau stands a massive crystal bubble — a structure 
  similar to another great bubble in the distance, yet no more diminutive in 
  comparison. A large circular crystal doorway allows entry. The doorway 
  has a wheel mechanism attached to it that requires an Open Doors check 
  with a –1 penalty to open. It may otherwise be opened via telekinesis, 
  knock, or a similar power or spell. 
  Within the bubble are 2 mindless stone giants who serve the encephalon 
  gorger Shiniva. The encephalon gorger runs the acclimatizing pods found 
  within this crystalline enclosure.
  The dome contains a near-perfect replica of the Night Forest and 
  possesses an eerily similar atmosphere and smell. Great pine trees brush 
  against the crystalline domed ceiling, which itself replicates the star-scape 
  of the Night Forest. The dome is used to help creatures native to Sybil 
  acclimatize to the atmosphere of the Lost Lands. 
  Captured prisoners are brought here first for acclimatization before 
  they are wired to Carter to capture their memories. They are then either 
  devoured or added to the material in the brain lab (Area I-7). 
  In the center of the dome is a collection of sarcophagus-like crystalline 
  cocoons. Two cocoons are large enough for stone giants. Four others are 
  smaller, being roughly the size of men. A dozen cocoons are roughly the 
  size of a human head. 
  Beings entering the cocoons (or placed there) are cured of all effects 
  related to the detrimental lunar rift conditions detailed at the beginning 
  of this section. The cocoons acclimatize characters to the lunar effects, 
  allowing them to ignore such things as the alien atmosphere, added 
  speed, and strange lighting. Lunar beings who enter the cocoons are 
  likewise prepped for effects that the Lost Lands place upon their 
  physical being. 
  Shiniva, Encephalon Gorger: HD 8; HP 60; AC 6[13]; Atk 
  2 claws (1d6+1); Move 6; Save 8; AL C; CL/XP 9/1100; 
  Special: haste (2/day), mindfeed (after 2 claws hit, draw 
  out brain for automatic 1d6 damage per round), regenerate 
  (3hp/round), resist cold (50%). (The Tome of Horrors 
  Complete 234)
  Stone Giants (Intellect Devourer Hosts) (2): HD 9+3; HP 
  64, 60; AC 0[19]; Atk club (3d6); Move 12; Save 6; AL C; 
  CL/XP 10/1400; Special: throw boulders (3d6 damage). 
  (Monstrosities 200)
  Intellect Devourers (2): HD 5; HP 33, 30; AC 4[15]; Atk 
  4 claws (1d4); Move 15; Save 12; AL C; CL/XP 7/600; 
  Special: cause madness (15% chance if mind blast damage), 
  control body (assume control of dead or helpless creatures), 
  hide in shadows (75%), mental blast (3/day, 2d6 damage, 
  save for half), move silently (80%), spell-like abilities. (see 
  Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  G. Spiders of Time and Memory
  A single hole is bored into this rocky hill that overlooks a star pool 
  beyond. The hole is 10ft in diameter and descends roughly 100ft to a 
  spherical cavern 50ft across that is strung in every direction with glittering 
  strands of silver. 
  The strands are actually the webs of a den of 3 temporal crawlers. 
  They nest here, occasionally devouring prey that springs forth from the 
  star pool (Area H). The temporal crawlers act quickly to seal the entrance 
  hole to their lair once characters enter, then rely on the slow ability of their 
  web and their paralytic bite to quickly finish off trapped prey. 
  A hidden opening in the back of the cavern opens onto the shores of 
  the star pool. 
  Lotus Effects
  The lunar versions of the lotus flower cause different effects in 
  anyone who burns the plant and breathes the smoke, or chews the 
  leaves. The Referee is free to adjust the effects as she sees fit.
  Type
  Effect
  Red
  Induces a berserker rage (+2 to hit and damage 
  for 1d6 rounds)
  Violet
  Cures mental afflictions such as confusion, mad-
  ness, etc.
  Black
  Paralyzes for 2d6 hours (15% chance of death)
  
  13
  Encephalon Gorgers on the Moon
  Temporal Crawlers (3): HD 6; AC 5[14]; Atk bite (1d6 + 
  paralysis); Move 12 (climb 6); Save 11; AL N; CL/XP 8/800; 
  Special: paralysis (1 round, save resists), slowing webs (save 
  resists). (The Tome of Horrors Complete 544)
  H. The Star Pool
  This small lake atop the plateau overlooking the Crystal Dome of Yerlitha 
  is one of many anomalies found on the strange moonscape of Sybil and in 
  a few far-flung regions of the Lost Lands. The pool is roughly 300 yards by 
  600 yards and is filled with an icy cold liquid substance that seems to reflect 
  the stars in the sky. Closer observation reveals that the pool is reflecting 
  stars, but not stars from a universe any of the characters know. 
  The pool is a portal through space and time, as well as a gate to the Astral or 
  Ethereal planes. Touching or otherwise drinking from the pool causes random 
  results that can be highly dangerous to those who choose to test its waters.
  Star Pool Effects 
  Roll 1d20 to determine the effect of contacting the waters of the star pool. 
  The effects are instantaneous, although the Referee may allow a save to halt 
  being pulled through to another plane or to resist some other random effect.
  1d20
  Result
  1
  Transported to the Astral Plane (character vanishes 
  until summoned or retrieved) 
  2
  Transported to the Ethereal Plane (character vanishes 
  until summoned or retrieved)
  3
  Age 1d6x10 years
  1d20
  Result
  4
  Grow younger by 1d6x10 years
  5
  Summons a time flayer that attacks for 1d4+2 rounds 
  before vanishing
  6
  Sent 1d4 days back in time 
  7
  Sent 1d4 days into the future
  8
  Healed 2d6 hit points
  9
  Takes 2d6 hit points of damage
  10
  Disintegrated (save avoids)
  11
  Alternate reality clone (as clone spell)
  12
  Hasted as per the spell for 1d4 hours and ages 1d4 years
  13
  Slowed as per the spell 1d4 hours 
  14
  Refracted (as mirror image spell) for 1d2 days or until 
  images are destroyed/dismissed
  15
  Displaced for 1d2 days (+2 AC bonus, +2 saving throws)
  16
  Teleported 1d20 miles in a random direction
  17
  Feebleminded (permanent until healed) 
  18
  Prescient (gains clairvoyance or clairaudience, and a 
  +2 bonus to saves for 1d2 days)
  19
  Gains random immunity to specific damage type for 1d4 
  days (Roll 1d6: 1–2 , cold; 3–4, electricity; 5–6, fire) 
  20
  Gains random weakness to specific damage type for 1d4 
  days (Roll 1d6: 1–2 , cold; 3–4, electricity; 5–6, fire)
  
  14
  Frog God Games
  Time Flayer: HD 13; AC 0[19]; Atk longsword (1d8+3); Move 
  9; Save 3; AL N; CL/XP 16/3200; Special: +1 or better 
  weapon to hit, bend reality (50% chance to miss), temporal 
  displacement (3/day, send foe 1d4 rounds into future, save 
  avoids), time jaunt (as teleport). (The Tome of Horrors 
  Complete 561)
  I. The Crystal Dome  
  of Queen Yerlitha
  This lunar dome is 280ft in diameter and 100ft tall at its zenith. The 
  dome is made from quartz and mica mined from deep beneath the surface 
  of Sybil by the enslaved native stone giants. The dome itself holds several 
  smaller domes, each consisting of various lairs and biomes used by the 
  encephalon gorgers for their experiments. 
  I-1. Entrance
  Beyond the portal is a broad crystalline area where several staircases 
  and bridges lead to various smaller domes ranging in size from 15ft to 60ft 
  in diameter hanging above the ground-floor entrance. 
  I-2. Dome Floor
  The floor level itself is composed of various outcroppings of mica, 
  quartz, and selenite flowers the size of a man and larger. The 
  crystals mined by the enslaved stone giants have hatched 1d3 
  caterprisms that roam the floor of the dome. They considered more of a 
  nuisance than anything else. 
  A single bridge rises from the dome’s floor to a 40ft-diameter dome 
  near the center of the larger space.
  Caterprisms (1d3): HD 6; AC 3[16]; Atk 4 legs (1d8), bite 
  (1d6); Move 9; Save 11; AL N; CL/XP 8/800; Special: 
  crystal silk (20ft, hardens for 3d6 damage, save for half), 
  crystalline mandibles (natural 20 severs head). (The Tome of 
  Horrors Complete 84) 
  I-3. Guard Dome
  Visitors who arrive but are not accompanied by an encephalon gorger 
  (or who have not been cleared by Queen Yerlitha) are attacked by a 
  crystalline golem. The golem blends in fairly well with the surrounding 
  walls. One doorway leads to a stairway leading to the mist dome (Area 
  I-4). A bridge leads to the bridge control platform (Area I-6).
  Crystalline Golem: HD 8; HP 40; AC 2[17]; Atk 2 slams 
  (1d6); Move 12; Save 8; AL N; CL/XP 11/1700; Special: 
  crystalline destruction (10ft, explodes upon death for 5d6 
  damage, save for half), immunities (fire, lightning), immune 
  to most magic (except transmute rock to mud [slows for 2d6 
  rounds], transmute mud to rock [heals all hp], stone to flesh 
  [negates immunity to magic for 1 round]), vulnerable to sonic 
  damage (200%). (Tome of Horrors 4 108)
  I-4. Mist Dome
  This hemispherical dome is home to one of Yerlitha’s prized possessions: 
  a devouring mist. Sigils of protection from evil are drawn around the 
  outer rim of the doorway to keep the unholy creature trapped within the 
  dome. Peering through the doorway, characters see a thick red mist that 
  leaves a sticky film along the edges of the wall. Human-like figures can 
  almost be made out in the mist, though they are fleeting. Occasionally, a 
  clawed humanoid hand slaps the crystal wall. 
  Yerlitha captured the mist and placed it within this crystal dome to 
  serve as a guardian. The creature cannot attack anyone under the ward 
  of a protection from evil spell. This is not the case, however, for the 4 
  vampires trapped in the dome with it. 
  Devouring Mist: HD 14; HP 97; AC 6[13]; Atk 2 slams (2d6); 
  Move 0 (fly 15); Save 3; AL C; CL/XP 16/3200; Special: 
  blood drain (regains 1hp per point of damage), create spawn 
  (rise as vampires in 1d4 days), immune to weapons (half 
  damage from magic weapons), magic resistance (50%). (Tome 
  of Horrors 4 56)
  Vampires (4): HD 7; HP 50, 46, 45, 39; AC 2[17]; Atk bite 
  (1d10 + 2 level drain); Move 12 (fly 18); Save 9; AL C; CL/
  XP 10/1400; Special: +1 or better weapons to hit, charm gaze 
  (–2 save, as charm person), drain 2 levels with hit, gaseous 
  form, killed only in coffin, regenerate (3hp/round), shapeshift, 
  summon rats or wolves.
  I-5. Carter’s Isolation Chamber
  This crystalline prison near the top of the dome serves as the prison and 
  isolation chamber of Carter, a memory child who appears to be a 
  precocious young boy of about 7 years old with a thin, almost frail 
  frame, and large watery eyes. A series of wires protrude from the boy’s 
  spine and hooked into a large helmet. The wires leave just enough slack to 
  grant Carter full range of movement throughout the room, and run upward 
  to a metallic arm hanging from the ceiling. The wires connect to spider 
  webs of gold threaded throughout the crystal walls of his cell. 
  The boy is friendly and asks if the characters are there to free him. 
  He doesn’t like the “monsters” that have been “feeding on his dreams,” 
  and wants to resume his journeys. Carter came across a star pool in his 
  own dimension and ended up here, where the encephalon gorgers soon 
  captured him. His mental powers were put to use finding different worlds 
  where the encephalon gorgers could open new gates using the crystal 
  machine (Area I-10). 
  Removing the helmet and wires from Carter requires a Delicate Tasks 
  check. Five contact points are attached to Carter, though one successful 
  check easily removes all of them. A failed check deals 1d6 points of 
  damage to Carter, and causes him to lash out in a temper tantrum that 
  harms those around him.
  Characters can use magic such as charm monster to calm Carter (or 
  Referees may allow characters to roleplay keeping the memory child 
  calm). Additional attempts can be made to remove the wires if Carter 
  remains calm.
  If successfully removed from the machine, Carter shows the characters 
  how to disable the many-faceted orb (Area I-11) and the codes to the bridge 
  control platform (Area I-6). This knowledge comes at a price, however, as 
  it involves flooding the character with Carter’s stored memories.
  If freed from his prison, Carter asks only to be led to the front door. He 
  makes his own path to the star pool (Area H) where he intends to continue 
  his strange journey.  
  Common Features
  Doors: The doorways to the various sections of the dome are 
  sealed with a wheel mechanism that requires an Open Doors 
  check with a –1 penalty to open. Encephalon gorgers are capable 
  of opening and closing the doors at will using the power of 
  their minds. The doors may otherwise be opened via the use of 
  telekinesis, knock, or similar power or ability.
  Moving Stairways: Most of the stairways are not permanently 
  attached and are instead controlled via a central control disk where 
  an encephalon gorger moves the staircases to the appropriate 
  locations. The only permanent staircases are between the mist 
  dome (Area I-4) and Carter’s isolation chamber (Area I-5); the 
  guard dome (Area I-3) and the bridge control platform (Area I-6); 
  and the crystal machine (Area I-10) and the many-faceted orb 
  (Area I-11).
  Alien Air: The air within the dome is set to the particular systems 
  of the encephalon gorgers. It takes 1d2 days to acclimatize to their 
  air quality. In the meantime, characters traveling inside the large 
  dome suffer 1d6 points of damage each day they spend in the alien 
  environment. 
  
  15
  Encephalon Gorgers on the Moon
  
  16
  Frog God Games
  Carter, Memory Child: HD 8; HP 52; AC 5[14]; Atk mind 
  drain (1d6); Move 12; Save 8; AL N; CL/XP 8/800; 
  Special: mind flood (dazed for 1d6+2 rounds, confusion as 
  spell for 1 hour, save negates daze, reduces confusion 1 round), 
  spell-like abilities. (The Tome of Horrors Complete 376)
  Spell-like abilities: at will—ESP.
  I-6. Bridge Control Platform
  The encephalon gorger Voorlix guards a quartz panel covered with
  various bejeweled buttons. Voorlix communicates telepathically with 
  other encephalon gorgers, and moves the bridges from their location to 
  their destination based on their needs. Moving a bridge takes 1d4 rounds. 
  The panel is complicated, requiring 3 buttons to be pushed 
  simultaneously to change the locations of the bridges. See the table below 
  for the combinations required.
  Bridge Button Combinations
  Button 1
  Button 2
  Button 3
  Result
  Ruby
  Ruby
  Ruby
  Moves a bridge to the mist
  dome (Area I-4)
  Emerald
  Emerald
  Emerald
  Moves a bridge to the cac-
  tant (Area I-9)
  Sapphire
  Sapphire
  Sapphire
  Moves a bridge to the light-
  ning dome (Area I-8)
  Sapphire
  Emerald
  Ruby
  Moves a bridge to the crystal
  machine (Area I-10)
  Ruby
  Emerald
  Ruby
  Moves a bridge to Yerlitha’s
  throne room (Area I-12)
  Sapphire
  Ruby
  Sapphire
  Moves a bridge to the brain
  lab (Area I-7)
  Hitting any other combination causes the bridges to lock up for 1d4 
  minutes. Three consecutive failed attempts breaks the machine, locking the 
  bridges in place until they can be repaired. Repairing the bridges requires a 
  character to roll below his intelligence on 6d6 and takes 1d4 hours. 
  If Voorlix is attacked, he defends the platform, and uses his mental 
  powers to warn others of the intruders. 
  Voorlix, Encephalon Gorger: HD 8; HP 57; AC 2[17]; 
  Atk 2 claws (1d6+1); Move 6; Save 8; AL C; CL/XP 9/1100; 
  Special: haste (2/day), mindfeed (after 2 claws hit, draw 
  out brain for automatic 1d6 damage per round), regenerate 
  (3hp/round), resist cold (50%). (The Tome of Horrors 
  Complete 234)
  Equipment: bracers of defense AC 2[17].
  I-7. Brain Lab
  Clear quartz vats line the walls of this crystalline bubble.
  Some of the vats are filled with artificially grown brains that the
  encephalon gorgers manufacture to fill their insatiable craving for cranial 
  fluids. These globules of brain matter are frequently refreshed with new 
  brains taken from creatures captured on the worlds the encephalon gorgers 
  raid with the help of the crystal machine, the many-faceted orb, and their 
  lunar gate. The false brains are fed memories drained from the memory 
  child Carter (Area I-5) so that they do not fail or become overly abnormal. 
  Some of the brains in the brain lab are used to create new intellect 
  devourers to replace those destroyed on the encephalon gorgers’ frequent 
  planetary raids.
  Xlauric, Yerlitha’s second-in-command, runs the brain lab. The 
  encephalon gorger is hard at work creating new intellect devourers to 
  replace the batch recently released into the Night Forest. Currently, 4 
  intellect devourers roam the brain lab.
  Destroying the vats limits the encephalon gorgers’ ability to produce 
  new brain matter or to breed new intellect devourers for 1d6 months or 
  possibly longer. 
  Xlauric, Encephalon Gorger: HD 8; HP 61; AC 6[13]; Atk 
  2 claws (1d6+1); Move 6; Save 8; AL C; CL/XP 9/1100; 
  Special: haste (2/day), mindfeed (after 2 claws hit, draw 
  out brain for automatic 1d6 damage per round), regenerate 
  (3hp/round), resist cold (50%). (The Tome of Horrors 
  Complete 234)
  Equipment: wand of paralyzation (4 charges), 6 
  potions of extra healing.
  Intellect Devourers (4): HD 5; HP 37, 35x2, 30; AC 4[15]; 
  Atk 4 claws (1d4); Move 15; Save 12; AL C; CL/XP 7/600; 
  Special: cause madness (15% chance if mind blast damage), 
  control body (assume control of dead or helpless creatures), 
  hide in shadows (75%), mental blast (3/day, 2d6 damage, 
  save for half), move silently (80%), spell-like abilities. (see 
  Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  I-8. The Lightning Dome
  This crystalline structure is covered with fine gold filaments that protrude
  from the top of the dome before connecting to copper wire dipped in raw 
  rubber from some far-off jungle dominated by the encephalon gorgers and 
  their servitors. The wires descend from the lightning dome to the crystal 
  machine (Area I-10). 
  A huge amorphous lightning bladder within the lightning dome 
  occupies two-thirds of the space. The blob is pierced with four quartz-
  tipped golden spears that are in turn bolted to the ceiling of the egg-like 
  room. The entire space stinks of acid and ozone. 
  Removing the four spears takes 1d6+2 rounds to complete and deals 
  1d6 points of electrical damage per round to the character attempting the 
  feat (save for half). Removing all four spears also inflicts 1d8 points of 
  damage to the bladder, angering it in the short term. 
  The blob is used to generate energy for the crystal machine. If the rods 
  are removed, the machine’s batteries drain and it becomes nonfunctional 
  in 2d6 minutes. Any power loss causes the encephalon gorgers and any of 
  their remaining servitors to head toward the lightning dome to see what 
  is amiss. 
  The four quartz spears act as javelins of lightning that deal 1d6 
  points of damage with a successful hit, plus an additional 1d6 points of 
  electrical damage. 
  Lightning Bladder: HD 8; HP 58; AC 9[10]; Atk pseudopod 
  (1d6 + 1d6 acid); Move 6 (swim 12); Save 8; AL N; CL/XP 
  11/1700; Special: acid (additional 1d6 damage), electrical 
  discharge (if sharp weapons pierce skin, lightning does 2d6 
  damage to random foe within 20ft, save for half), immunities 
  (cold, electricity and fire). (Tome of Horrors 4 135)
  I-9. Biome of the Cactant
  This strange chamber is unusually hot compared with the others. Bright
  crystalline lights cast a yellow-orange glow across the sand-swept ground. 
  A series of large cacti covered in brilliantly colored flowers grow up from 
  the floor. A control panel stands at the top of a stairway leading down to 
  the hot sand. 
  A knob on the control panel controls the brightness and heat within 
  the room. The heat can be turned up as high as 125° F or as low as 0° F. 
  Turning the knob to zero also turns off the light in the room and deals 1 
  point of damage per round to the room’s only intelligent inhabitant: Juaro 
  the cactant. 
  The encephalon gorgers frequently torture Juaro, and the cactant would 
  be happy to flee its sandy prison and face its foes. Juaro needs to be kept 
  warm and prefers hot, dry weather. 
  Juaro the Cactant: HD 9; HP 67; AC 5[14]; Atk 2 slams (1d8 
  plus 1d4 bleed); Move 12; Save 6; AL L; CL/XP 12/2000; 
  
  17
  Encephalon Gorgers on the Moon
  Special: bleed (automatic 1d4 damage per round until 
  magically healed), needle storm (5/day every 1d4 rounds, 30ft 
  radius burst, 7d6 damage and 2d4 bleed, save for half), spell-
  like ability, vulnerable to fire. (Tome of Horrors 4 171)
  Spell-like ability: 3/day—plant growth.
  I-10. Crystal Machine
  A machine fills this 60ft-diameter dome from floor to ceiling, its 
  crystals grown from blocks of living quartz. The crystals crackle with 
  electricity and the entire crystal machine vibrates furiously at a frequency 
  that is deadly to the touch. Crossing through the room is difficult without 
  knowing the exact path Yerlitha uses to get to the many-faceted orb. 
  The path through the crystal machine may be gleaned from the memory 
  child Carter (Area I-5) if the characters helped him. 
  If the lightning bladder (Area I-8) remains active, making it to the 
  doorway leading to the many-faceted orb requires a character to roll 
  below his dexterity on 3d6 three successful times to cross. Failure means 
  a character touches one of the crystals and suffers 3d6 points of electrical 
  damage and 3d6 points of sonic damage from the powerful vibrations 
  unless they make a saving throw for half damage. If the characters 
  received information about the best path through the crystals from Carter, 
  they only have to make 2 checks to cross the dangerous room.
  If the bladder was disabled or destroyed, the gears are still and contain 
  only residual electrical energy. Characters touching a crystal take only 2d6 
  points of electrical damage (with a save for half damage).
  I-11. The Many-Faceted Orb
  This small 15ft-diameter crystal hemisphere holds the many-faceted
  orb. The orb is a 1ft-diameter crystal globe hovering roughly 3ft off the 
  ground. The orb is cut with hundreds of brilliant facets and is polished to 
  a mirror hue. The orb is warm to the touch, having an almost flesh-like 
  feel to it. 
  Anyone viewing the many-faceted orb is bombarded with images of 
  infinite worlds and infinite universes. The encephalon gorgers’ influence 
  has corrupted the orb, causing the facets to reveal scenes of horror and 
  destruction as it feeds on the viewer’s most perverse fears. 
  Observers must make a saving throw with a –2 penalty or be stricken 
  with madness that does not abate until the characters either leave the 
  vicinity of the orb, or until someone other than Queen Yerlitha dominates 
  and possesses the orb. 
  I-12. Yerlitha’s Throne Room
  This dome serves as the personal sanctum of the encephalon gorger 
  known as Queen Yerlitha.
  Yerlitha sits on a crystal throne sipping from a vat of brain tissue grown 
  for her by Xlauric. She telepathically guides her minions in their assaults 
  on the various locations touched by the lunar gates. Yerlitha is always 
  protected by 2 encephalon gorger bodyguards.
  Yerlitha is encountered in the throne room only if it is one of the first 
  places the characters access using the bridge control platform (Area I-6), 
  or if the characters are captured and brought before her. Otherwise, Queen 
  Yerlitha and her minions use their mindsense to locate and capture the 
  characters so they can be tortured and their brains devoured or added to 
  the brain lab. Yerlitha never battles alone. She attempts to flee the dome 
  if her bodyguards are slaughtered. She seeks to abscond with the many-
  faceted orb when she makes her escape. 
  The walls of Yerlitha’s dome are polished to a mirror’s sheen to allow 
  images from the many-faceted orb to reflect upon it, thus allowing Yerlitha 
  to remotely view the environment around the lunar gates when they open 
  on other worlds.
  Queen Yerlith, Encephalon Gorger: HD 10; HP 75; 
  AC 4[15]; Atk 2 claws (1d6+1); Move 6; Save 3 (+2, 
  ring); AL C; CL/XP 12/2000; Special: haste (2/day), 
  mindfeed (after 2 claws hit, draw out brain for automatic 
  1d6 damage per round), regenerate (3hp/round), resist 
  cold (50%), spells (4/3/2/1). (The Tome of Horrors 
  Complete 234)
  Spells: 1st—charm person, magic missile, read 
  languages, sleep; 2nd—darkness 15ft radius, ESP, 
  invisibility; 3rd—lightning bolt, suggestion; 4th—
  confusion.
  Equipment: moon-spun silk robes (500gp), ring of 
  protection +2, 2 potions of extra healing, lunar crown 
  with purple sapphires (1500gp).
  Encephalon Gorger Bodyguards (2): HD 8; HP 63x2; AC 
  6[13]; Atk 2 claws (1d6+1); Move 6; Save 8; AL C; CL/
  XP 9/1100; Special: haste (2/day), mindfeed (after 2 claws 
  hit, draw out brain for automatic 1d6 damage per round), 
  regenerate (3hp/round), resist cold (50%). (The Tome of 
  Horrors Complete 234)
  Yerlitha’s throne is encrusted with moonstone gems worth 2400gp. A 
  platinum-tooled chest in the throne room contains the following items: 3 
  sapphires worth 500gp each, a velvet cloak spun from the webs of lunar 
  spiders worth 500gp, a bloodstone brooch worth 250gp, a potion of giant 
  strength, and a suit of +2 leather armor. 
  Finishing the Adventure, 
  or Getting Back Home!
  Disabling or destroying the crystal machine disables the lunar gate the 
  characters used to travel to Sybil. For the characters to make it home, they 
  need to acquire the many-faceted orb. If Yerlitha escapes with the orb, 
  she makes her way to another stronghold, abandoning the characters on 
  the moon. 
  Fear not! If the characters assisted the golden cat Mr. Pants or helped 
  rescue Potato, the Cat Lord sends one of his cats to lead the characters 
  to a portal that returns them to the Lost Lands. If the Referee so desires, 
  he may have Cat Lord appear himself to congratulate the characters on 
  their deed.  
  The Many-Faceted Orb (Relic)
  The many-faceted orb is an exotic magical item that was drawn 
  from the star pool. It is unknown if the relic is a magical creature, 
  an artificial intelligence, or an item of pure magic that has taken on 
  a life of its own. When attached to the encephalon gorgers’ crystal 
  machine, the many-faceted orb serves as a control panel that allows 
  lunar gates to open on worlds within the multi-dimensional spheres 
  of Sybil. In order to use its powers, the orb must be possessed by a 
  stronger will than its own. This requires a battle of wills between 
  the orb and its potential user.
  The would-be possessor rolls 1d6 per hit die against the orb 
  (which rolls 9d6). The higher roll wins control. If the orb wins, 
  the character takes 3d6 points of damage from the failed attempt. 
  A being also has a 10% cumulative chance per failed attempt of 
  having his mind absorbed into the orb, leaving the character a 
  mindless husk.
  The many-faceted orb speaks through telepathy, and has hearing 
  and vision of 60ft. The orb’s home universe was destroyed long ago, 
  but it still remotely views other dimensions hoping to somehow 
  find this lost dimension. It attempts to gain access to the minds of 
  someone it believes is strong enough to return it to its home word … 
  though it never seems to remember that its home world is no more. 
  Once a wielder possesses the orb, it grants the user a deeper 
  understanding of the universe. A being possessing the many-
  faceted orb is filled with a morose sense of longing and a desire to 
  explore new places, though the being finds itself dissatisfied with 
  the destination upon arrival. :
  1/day—clairvoyance, dimension door, teleport.
  1/week—plane shift.
  
  18
  Frog God Games
  Teleport: Characters with the ability to teleport, either via a spell or through 
  a magical item, can teleport back to a known location in the Lost Lands 
  because Sybil is tied through a common orbit and atmosphere to Lloegyr.
  The Many-Faceted Orb: If the characters have the many-faceted orb, 
  they may use it to activate the lunar gate and traverse the gulf between the 
  Moon Sybil and the Midnight Mountain. 
  Further Explorations: At the Referee’s discretion, further exploration 
  of the strange and alien moon of Sybil is warranted. Other rifts and 
  canyons exist on the benighted moon. Most are filled with dangers both 
  strange and obscure. 
  Midnight Movie Option: If the characters return to the Hurrie Inn, it 
  could be fun to run the Farmer Schinken encounter as one last reminder 
  of the horrors the characters faced. Alternately, if Yerlitha escaped with 
  the many-faceted orb, she may be waiting to ambush the characters at 
  Farmer Schinken’s farm with the poor farmer and his family as her new 
  mindless slaves! 
  Appendix A: New Monster
  Intellect Devourer
  Hit Dice: 5
  Armor Class: 4[15]
  Attacks: 4 claws (1d4)
  Saving Throw: 12
  Special: control body, hide in shadows, mental blast, move 
  silently
  Move: 15
  Alignment: Chaos
  Number Encountered: 1, 1d3+1
  Challenge Level: 6/400
  The intellect devourer is a large brain with four powerful legs supporting 
  it. It is about the size of a large feline, and moves just as quickly. The beast 
  leaps onto its prey and savages them with its sharp claws. Three times per 
  day, an intellect devourer can blast creatures within 10ft with a powerful 
  mental attack that does 2d6 points of damage (save for half). Any creature 
  injured by the mental blast has a 20% chance of being driven mad. The 
  creature can hide in shadows (75%) and move silently (80%). Worse still, 
  an intellect devourer can squeeze itself into the body of a helpless or dead 
  creature and take control of the mindless body. The intellect devourer 
  can use the controlled body’s physical abilities to fight, but no spell-like 
  abilities other than its own. If the host body is killed, the intellect devourer 
  bursts out of the brain in a shower of gore to attack.
  Intellect Devourer: HD 5; AC 4[15]; Atk 4 claws (1d4); Move 
  15; Save 12; AL C; CL/XP 7/600; Special: cause madness 
  (15% chance if mind blast damage), control body (assume 
  control of dead or helpless creatures), hide in shadows (75%), 
  mental blast (3/day, 2d6 damage, save for half), move silently 
  (80%), spell-like abilities. (see Appendix A: New Monster)
  Spell-like abilities: at will—detect magic, ESP, inflict 
  light wounds; 3/day—invisibility, darkness 15ft 
  radius.
  
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  Encephalon Gorgers on the Moon
  
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  Frog God Games
  
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  Encephalon Gorgers on the Moon
  
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  Frog God Games
  
  23
  Encephalon Gorgers on the Moon
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  uct Identity as provided in section 1(e) of the Open Game License: Any and all material 
  or content that could be claimed as Product Identity pursuant to section 1(e), below, is 
  hereby claimed as product identity, including but not limited to: 1. The name “Frog God 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Green. 
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Encephalon Gorgers on the Moon © 2019, Frog God Games, LLC; Author: Casey W. 
  Chrostpfferson
  
  24
  Frog God Games
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Encephalon Gorgers on the Moon.pdf