TEXT: Classic Labyrinth
  Classic Labyrinth
  Adventures
  Adventures
  Brave Halfling 
  Publishing
  by John Adams with Art by Andy Taylor
      CLA 4                      An Adventure for 4 – 6 Characters of 1st Level
  The Ruins of Ramat
  The Ruins of Ramat
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  The Ruins of Ramat
  The Ruins of Ramat
  Written by:
  John Adams
  Art by:
  Andy “Atom” Taylor
  Cartography:
  Andreas Claren
  Contributors
  Bill Ellis
  David Macauley
  Moritz Mehlem 
  Alphonso Warden
  Play-Testing
  Brendan Falconer
  Stephen Winwood 
  Robert Gardner 
  Matthew Flintham
  Axel Rausch
  Timo Mölich
  Florian Mölich 
  Berny Hofer 
  Peed Polcher 
  Moritz Mehlem
  Adventure Background
  A little over 2,500 years ago, this dungeon was a 
  hidden training site for novice clerics of Ramat – a god 
  of  righteousness  and  light.  For  centuries  clerics  of 
  Ramat thought the god to be passive and non-violent, 
  preferring prayer and faith in the face of evil. So they 
  taught and so they lived.
  However, a new sect grew up around the discovery of 
  a minor artifact, the Spear of Ramat. This new sect 
  espoused the belief that evil must be confronted and 
  defeated by means of arms and magic. In time, the 
  new sect was able to attack and defeat many of the 
  evils that had plagued the area for years; both undead 
  and demonic.
  As the fame and power of the young sect grew, so did 
  the anger and jealousy of the traditional clerics of 
  Ramat.  Eventually,  the  hatred  of  at  least  one 
  1
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  traditionalist  (there  may  have  been  more)  grew  so 
  powerful;  that  he  set  in  motion  a  covert  plan  to 
  infiltrate the ranks of the new sect.
  For nearly three years,  Akhenmat lived, prayed and 
  fought alongside his “violent” brothers. Eventually, he 
  was  rewarded  for  his  faithfulness  and  given  the 
  prestigious post of Chaplain, with authority over all of 
  the daily services in the temple.
  A few weeks later,  Akhenmat removed the Spear of 
  Ramat from its pedestal and then conducted a secret 
  ceremony  in  a  new,  hidden  sub-chamber  of  the 
  complex. He called upon a vile, evil god – an enemy 
  of  Ramat  –  to  aid  him  in  his  desecration  and 
  destruction of the upstart sect, damning his soul in the 
  process. There in the depth and darkness of the night, 
  a  temporary  portal  opened  allowing  dozens  of 
  demons, undead and things far worse to swarm the 
  young  clerics  and  novices  in  the  complex  easily 
  dispatching them all.
  During the battle, the sect’s high priest, Bokomat, was 
  able to secure the Spear of Ramat, hiding it in yet 
  another secret chamber, before returning to the fight 
  and  inflicting  a  fatal  blow  upon  the  treacherous 
  Akhenmat. However, the battle was still lost and no 
  cleric of the sect remained in the land of the living but 
  one.
  Abudakar, a powerful priest of the new sect who had 
  been out adventuring during the attack, led his party 
  in an assault upon the overrun complex. While they 
  victoriously slew  many demons  and undead,  all  of 
  them fell before they could find the Spear.
  Over the next few centuries, the remaining strongholds 
  and   faithful  of  Ramat  perished  in  similar  battles. 
  Within five hundred years, none but a select few sages 
  even remembered the name  of  Ramat.  As for the 
  complex itself, the majority of the demonic forces that 
  survived eventually left and new monsters have made it 
  their lair.
  To this day, no one has ever discovered the hidden 
  chamber  containing  the  Spear.  The  complex  has 
  remained essentially hidden for over 2,500 years. That 
  is, until now.
  Introduction for the Players
  It’s mid-spring, the time when the land’s rulers and 
  their men-at-arms go out to thin down the nearby orc 
  tribes (as well as war with each other). Nearly every 
  able person is already involved in such conflicts, or 
  helping the remaining militia protect the local village. 
  A little girl comes running and crying into the center 
  of the village. When questioned, she sobs that she and 
  her dog were playing just outside of town, by “Witch’s 
  Hill,”  when a giant, clawed creature came up out of 
  the ground and took her dog. The girl is obviously 
  completely terrified and her dog, which never normally 
  leaves her side, is nowhere to be seen. 
  You and your companions volunteer to look into the 
  matter. The powers-that-be in the village agree to let 
  you and your party investigate the incident, indeed 
  they almost seem relieved to do so.
  Wandering Monsters
  While the party is in the dungeon, the Labyrinth Lord 
  should check for wandering monsters every 3 turns 
  (LL  p.  124).  If  a  wandering  monster  is  indicated 
  (rolling 1 on a d6), then roll a d4 for the appropriate 
  encounter.  Each  of  the  four  groups  can  only  be 
  encountered once, so if a defeated group is rolled a 
  second time, just keep re-rolling until another group is 
  indicated or chose one yourself.
  1) 12 Ordinary Rats (LL p. 91 - 1hp each).
  2) 1 Giant Bat (LL p. 64 – 8hp).
  3) 3 Skeletons (LL p. 94 – 2, 3, 5hp).
  4) 2 Giant Centipedes (LL p. 76 – 2, 4hp).
  Turning Undead
  Since this former holy complex has been defiled by 
  evil  magic,  undead  and  demons  for  many,  many 
  centuries, all attempts at turning undead are made at a 
  +3 penalty. 
  Area 1: Dungeon Entrance
  Once you arrive at “Witch’s Hill” south of town, you 
  begin to ascend it. The hill itself is only about 30’ high 
  and around 90’ in diameter. It is covered with the 
  same kinds of trees, bushes and grass found in the 
  surrounding area. However, as you near the top of the 
  hill, you discover a hole in the ground. The opening is 
  roughly 10’ across.
  Peering carefully over the edge, all you can see is 
  impenetrable blackness of an indeterminate depth. 
  2
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  If the characters throw down a torch or something 
  similar, it will hit solid ground about 10' down and 
  then slowly slide down another 20,' where it will come 
  to rest on solid, level ground.
  This is where the stairs leading down into the ancient 
  complex used to be. Over the centuries, they  have 
  become little more than a slick slope, overgrown with 
  moss and suchlike. There is a  good chance that the 
  first characters to go down it loose their footing and 
  slide into the main entrance area – if they are not too 
  careful. Unless the  first  few characters that  travel 
  down  the  shaft  take appropriate precautions to avoid 
  slipping (i.e. doing something more than just sliding 
  down a rope) they will  need  to  make  a  Saving 
  Throw versus  Wands (LL  p.  55)  at a +2  penalty  or 
  slip and slide down into the main entrance area. If one 
  or  more  members  of  the  party  slides  down 
  uncontrollably, let the Giant Crab Spider (LL p. 96 - 
  12hp) that has made this area its home; have one free 
  attack. Even if no one falls down the shaft, this kind of 
  spider surprises enemies on a 1-4 on 1d6, because 
  they can change their color to match the surrounding 
  environment. In addition, their bite  is venomous and 
  any characters who are bitten (take damage from) by 
  the spider must make a Saving Throw versus Poison 
  or Death at +2 or die in 1d4 turns.
  After the Crab Spider is defeated, you may read this to 
  the party:
  Faint light trickles down from the hole above dimly 
  illuminating the chamber, which appears to be about 
  30’ 
  square,  with  three  exits.  The  detritus  of  centuries 
  litters the floor, with many bones scattered amongst 
  the refuse. A musky, animal scent fills your nostrils, as 
  you warily look around waiting for your eyes to adjust 
  to the gloom.
  And if they are looking for it: 
  Interestingly, there does not appear to be any sign of 
  the little girl’s dog among the remains.
  Area 2: The Dinning Room
  This rather long room stretches off into the darkness. 
  Dirt covers the cracked, paved floor, tracked in no 
  doubt by the countless animals that have made this 
  place  their  den.  Pallid,  sickly  vines  grow  near  the 
  entrance, stretching their weak limbs towards the faint 
  light coming in from the previous room. 
  Although this area used to be the dining room for the 
  clerics, nothing remains to indicate its original use. 
  However, if the party makes a big commotion here, 
  such may cause the  Ordinary Bats in  Area 3 to fly 
  through and startle them.
  Area 3: The Kitchen
  As soon as the party enters this area they startle the 
  bats that are roosting here. The swarm of  Ordinary 
  Bats (LL.  p.  64)  will  cause  each  character  to  be 
  confused (in a non-magical way similar to the spell; 
  Confusion, LL p. 29) for  six rounds if they fail a 
  Saving Throw versus Petrify or Paralyze (LL p. 55). 
  3
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  Members  of  the  party  that  fail  must  roll  1d6  to 
  determine how confused they are:
  •
  1-4 they stand baffled and inactive. 
  •
  5-6  they  attack  the  other  members  of  the 
  party. 
  Any confused player will need to make another Saving 
  Throw versus Wands (LL p. 55) to avoid slipping and 
  falling in the piles of bat dung on the floor. These 
  ordinary bats do  not directly cause any harm and 
  should remain in the area for six rounds. On the third 
  round of “battle” with the ordinary bats, the two Giant 
  Bats (LL p. 64 – 5, 11hp) roosting in Area 4 will also 
  fly in and attack. There is nothing of value in this 
  room.
  When  all  the  bats  have  been  defeated,  read  this 
  description of the room to the party:
  It appears as though the western end of this room has 
  been a home to the bats for a long time. Much of the 
  western end of the room is covered in piles of bat 
  dung, the smell of which is so acrid; it makes you gasp 
  and your eyes water.
  Area 4: The Kitchen Storage Room
  This room is also filled with bat dung and may have 
  been a storage area for the kitchen. The stench, if 
  anything, is even more overwhelming here. 
  If members of the party search through the dung, a 
  skeleton will be uncovered and then a plain, wooden 
  wand. It is a Wand of Magic Missiles (LL p. 115) that 
  emits  1  missile  per  attack  and  has  3  charges 
  remaining. Unfortunately, the dung is infested with Rot 
  Grubs  (LL p. 92)  that will attempt to attack every 
  character that searches through it. Each character that 
  fails a  Saving Throw versus Poison or Death  (LL p. 
  55) is assumed to have been infested with a rot grub.
  Area 5: Cleric Quarters 
  You enter a long hallway with a number of openings 
  on each side. On closer inspection, it looks as though 
  these may have been private quarters very much like 
  the sleeping cells found in monasteries and clerical 
  houses.
  A careful (and successful) search of room 5a will reveal 
  two Potions of Healing (LL p. 110), 12 Copper and 6 
  Electrum coins, hidden behind a loose stone in the 
  wall. The potions can be tasted to easily determine 
  their identity, but when fully consumed, they will only 
  restore 1d6-2 hit points because of their great age.
  Area 6: The Lavatory:
  This room appears to have been a lavatory in ancient 
  times, if the holes in the floor are anything to go by. 
  Thankfully, it looks quite empty.
  There is nothing in this room.
  Area 7: The Training Area:
  Through this doorway, you discover a very large room 
  lined with simple murals. Many of them depict men 
  dressed  in  ancient  armor,  locked  in  combat  with 
  demonic creatures. One larger piece shows a golden-
  headed man with armor and a spear, fighting what 
  appears to be a demon lord. As you move deeper into 
  the the room, a group of skeletons attack!
  5 Skeletons (LL p. 94 – 2, 2, 3, 4, 5hp). In addition, 
  there is 1 Shadow (LL p. 93 – 6hp) that will attempt 
  to attack a party member by surprise after the first 
  round of combat.
  There is nothing of value in this room.
  Area 8: The Armory
  This much smaller room looks like it might have been 
  a  storage  area  for  arms  and  armor.  Extremely 
  deteriorated bronze spears, armor and oddly-shaped 
  (kopesh) swords litter the floor around the base of the 
  walls, as if the wooden racks that once held them 
  turned to dust in the long, distant past.
  A search of this room will quickly reveal one bronze 
  shield that, other than being covered in dust, is in 
  nearly  perfect  condition.  It  is  a  Magical  Shield  -2 
  (cursed) (LL p. 119).
  Area 9: The Library
  The heaps of dust that line the floor around the walls 
  of this room give the impression that it may have once 
  held quite a bit of furniture and possibly even shelves 
  that deteriorated a very long time ago.
  A  careful  search  of  the  room  and  a  successful 
  detection of the secret door will show the way to the 
  hidden library in area 10. 
  4
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  Area 10: The Hidden Library
  When the secret door is opened, a great burst of stale 
  air rushes past the party. Torches that are within 5’ of 
  the door will be extinguished.
  As you enter this hidden room, the staleness of the air 
  makes breathing feel difficult and leaves an unpleasant 
  taste in the mouth. Here, you find many stone shelves 
  built  into  the  wall  containing  books  and  scrolls in 
  various states of deterioration. Many of them have 
  obviously already crumbled into dust. 
  Only  one  book  seems  to  be  in  a  good  enough 
  condition  to  even  handle.  On  closer  inspection,  it 
  appears  to  be  a  holy  book  written  in  an  ancient 
  language that no one in the party can read.
  Also, on another shelf are five vials, only two of which 
  still contain any liquid. If the vials are tasted, they will 
  be identified as Potions of Healing (LL p. 110). When 
  totally  consumed,  they  will  only  restore  1d6-2  hit 
  points because of their great age.
  Next to the vials is an ivory tube, which holds a Scroll 
  of three Cure Light Wounds (LL p. 22) spells.
  It will take a very knowledgeable (and expensive) sage 
  to uncover any information concerning the holy book 
  or to translate it. However, many days spent casting 
  Read Language (LL p. 38) spells will eventually reveal 
  all its of teachings.
  This is the first holy book of Ramat, a god of radiant 
  light  and  righteousness,  who  had  a  small,  loyal 
  following thousands of years ago. Ramat taught his 
  followers  to  live  justly,  and  be  vigilant  against  the 
  forces of evil. A couple of his favorite sayings include, 
  “A snake in the yard will bite your children” and “A 
  righteous life, is the best life.”
  Area 11: Fire Trap
  A floor-to-ceiling column dominates the middle of this 
  largish room. The column is festooned on eavery side 
  with an assortment of esoteric sigils and runes in low 
  relief that 
  Unless the party is distracted (by an encounter with 
  wandering monsters, for example), they will easily hear 
  and see a large glyph (that faces the door to the room) 
  on the column sinking down one round after they 
  enter the room. At the same time, the entrance door 
  slams shut and locks, and thin columns of flame start 
  shooting  up  from  the  great  multitude  of  tiny  (¼1” 
  diameter) holes that have been drilled into the floor. As 
  the openings are tightly clustered, no farther than 3” 
  apart from each other, all members of the party in the 
  room immediately begin taking 1 point of fire damage 
  per round. The only way to shut off the fire is to 
  depress a corresponding glyph in high relief on the 
  opposite side of the column  (which also unlocks the 
  door). Unfortunately, the floor will remain hot enough 
  to continue to inflict 1 point of damage each round for 
  three rounds thereafter.
  It seems quite probable that this room was altered in 
  order to be a trap for anyone who might try to restore 
  the complex after Abudakar’s unsuccessful attempt.
  There is nothing of value in this room.
  Area 12: The Vestry
  This area appears to have been a room where vessels 
  and  clothing  for  religious  ceremonies  were  stored. 
  While most of the clothing is now centuries beyond 
  being useful, many of the vessels seem to still be in 
  good  order.  You  hear  a  faint  growling  sound 
  emanating from the north-eastern corner of the room, 
  although you can’t immediately see what is making the 
  sound.
  If someone ventures toward the growling sound, a very 
  angry and scared brown and white dog moves 
  out from around some rubble. Hopefully, the player 
  characters will remember that this is the little girl’s 
  dog! It should not take much for the party to be able to 
  calm the dog down and get it to follow them.
  If  members  of  the  party  search  the  room  more 
  thoroughly:
  You discover a skeleton lying on the floor under a pile 
  of tattered clothing. There is a necklace, a ring and a 
  mace about the remains.
  These are the remains of Abudakar, a cleric of Ramat 
  who died trying to cleanse the temple just a few days 
  after  Akhenmat’s  treachery.  His  golden  mace  is  a 
  Mace +1, the golden ring is his Ring of Fire Resistance 
  (LL p. 112) and the necklace has a golden medallion 
  with a radiant man engraved upon it.
  5
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  Area 13: The Sanctuary 
  As you enter this large room, waves of darkness and 
  evil flood over you. Even the light sources you bring 
  into this room seem to be dampened and dimmed. 
  Clearly, this area was once a religious sanctuary of 
  some sort, though it appears to have been defiled. A 
  large, circular pedestal stands in the middle of the 
  room. It has a small, circular hole in its center.
  Four Skeletons  (LL p. 94 – 2, 2, 3, 4hp) and two 
  Tentacled, Demonic Guardians (see description – 17, 
  20hp) remain guarding this room. They attack anyone 
  who comes within 30’ of the circular pedestal. The 
  demons have fanatical morale and both of them along 
  with the skeletons will fight until destroyed. Unless the 
  party has the Spear of Ramat or is very skilled (and 
  lucky), they will need to flee this area in order to 
  survive.
  There is nothing of value in this room.
  With a successful roll for secret doors, a stone in the 
  east wall will recede when pushed, opening the secret 
  door that leads to Area 14.
  Area 14: Hidden Hallway
  This  is  a  simple,  10’  x  50’  hallway  that  leads 
  (depending upon which way the party enters) to a 
  door to the west /east.
  There is a secret door to the north.
  Area 15: High Priest's Private Chapel
  Unless a character makes a successful roll at detecting 
  traps, the first two members of the party that enter 
  this room will trigger a trap door beneath their feet. A 
  successful Saving Throw versus Breath Weapons (LL 
  p. 55) will enable a character to avoid the trap as it is 
  activated. This  pit trap is 10’ deep and does not 
  contain any spikes. Each member of the party that 
  falls into the pit receives 1d6 damage (½ if they make 
  a second Saving Throw versus Wands (LL p. 55).
  Whether or not some or all of the party members set 
  off or avoid the trap, two Skeletons  (LL p. 94 – 4, 
  8hp) and a  Huecuva (see description – 8hp) attack. 
  The  Huecuva is the undead remains of the traitor, 
  Akhenmat.
  Every wall in this room is covered with religious murals 
  of  a  golden-headed  being  and  his  white-robed 
  followers. It is quite obvious that this is a small shrine 
  dedicated to that radiant being, although it has been 
  desecrated for a very long time. A large disk that 
  appears to be made of gold is set upon the north wall. 
  Nearby on the floor lies another skeleton, although 
  this one  does not appear to be animated. It still wears 
  golden chain mail and a ring.
  This is the remains of the High Priest, Bokomat. He is 
  clad in a set of golden Chain Mail +1 and wears a 
  Ring of Protection +1 on a bony digit.
  If  any  character  touches  the  necklace  with  golden 
  medallion against the golden disk on the north wall, all 
  living beings in the room will be transported to Area 
  17.
  Area 16: Head Cleric's Quarters
  This 20’ x 30’ room appears to have been the private 
  quarters of some important person. The stone shelves 
  in the western wall, as well as a few decorative statues 
  are all that remain. Upon the northern wall there is a 
  large, faded mural of three white-robed men standing 
  around a golden spear set in a pedestal. The men are 
  being beset by a host of demons and undead. (If the 
  party has been in Area 13, you can tell them that the 
  pedestal  looks  a  great  deal  like  the  one  in  the 
  Sanctuary.) Beams of light radiate from the Spear, 
  appearing to strike and slay demons and the undead.
  There is nothing of value in this room. However, a 
  secret door is located at the western-most end of the 
  room.
  Area 17: Hidden Chamber of Spear
  This is a very simple room that is illuminated by a 
  glowing spear, which is laying on the floor in the 
  middle of the room. Two closed chests sit on the floor; 
  a golden disk similar to the one in the previous room is 
  on the southern wall.
  Of course, the spear is the minor artifact, the Spear of 
  Ramat. All of its special abilities only function for a 
  cleric  of  Ramat,  although  any  lawful  or  neutral 
  character may touch it. Anyone touching it will be 
  magically compelled (saving throw versus spell at a 
  penalty of -6) to return the Spear to the sanctuary and 
  6
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  place it in its pedestal.
  One of the chests holds 128 Electrum Pieces and the 
  other contains two ivory tubes. One tube houses a 
  Scroll of Raise Dead and the other a Scroll of Cure 
  Disease.
  Again, if any character places the golden medallion 
  against the golden disk, all living beings in the room 
  will be transported to Area 15.
  Concluding the Adventure
  If the party places the Spear in the pedestal in the 
  Sanctuary, read this:
  As you place the Spear in the pedestal, a brilliant, 
  blinding light floods the room and beyond, destroying 
  all remaining demons and undead, as well as cleansing 
  the entire complex of evil. An angelic being appears 
  before you and speaks telepathically, “Thank you for
  restoring this holy place. It has been desecrated for far 
  too long. I must take the Spear of Ramat to dwell with 
  the gods, until such time as it is needed in this mortal 
  realm  again.”  As he  begins  to  disappear  he  adds, 
  “Your  mighty  deeds  done  this  day  will  not  be 
  forgotten.”
  Story Awards
  (Individual)
  •
  Figuring out the Fire Trap 
   
  500 
  •
  Discovering the Teleporters  
  250
  (Party)
  •
  Saving the Little Girl's Dog 
   
  250 
  •
  Discovering the Teleporters 
  250
  •
  Restoring the Spear to the Sanctuary 1000
  7
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  New Monsters
  Huecuva 
  No. Enc.:  
  1d4
  Alignment: 
  Chaotic
  Movement: 
  90’ (30’)
  Armor Class:  3
  Hit Dice:   
  2 + 2
  Attacks:   
  1
  Damage:  
  1d6,  disease
  Save:   
  F1
  Morale:   
  12
  Hoard Class:  XIV
  This rotting, putrid humanoid is dressed in defiled and 
  tattered priestly vestments. Worms crawl and slither in 
  and out of its eye sockets, rib cage, and other necrotic 
  areas of its purulent form.  Huecuva  are the undead 
  spirits of good clerics who were unfaithful to their god 
  and  turned  to  the  path  of  evil  before  death.  As 
  punishment  for  their  transgression,  their  god 
  condemned  them  to  roam  the  earth  as  the  one 
  creature  all  good-aligned clerics despise  —  undead. 
  Huecuva resemble  robed  skeletons  and  are  often 
  mistaken for such creatures.
  A Huecuva  attacks with its claws, raking and slashing 
  at its opponents. It attacks relentlessly until either it or 
  its opponent is killed. During combat, if a good-aligned 
  cleric  attempts  to  turn  a  Huecuva  and  fails,  the 
  Huecuva  concentrates all subsequent attacks on that 
  cleric, ignoring all other opponents until either the 
  cleric or the Huecuva is destroyed. Just like a Mummy, 
  When  a  Huecuva successfully strikes a victim,  the 
  victim suffers 1d6 hit points of damage and contracts 
  mummy rot. Mummy rot  is a powerful curse, not a 
  natural disease. When under the effects of the curse, 
  characters are unable to receive the benefits of any 
  form of magical healing. Characters heal naturally at 
  1/10th the normal rate. This magical disease may be 
  removed with the spell remove curse.
  Tentacled Demonic Guardian 
  (Lower Order Demon)
  No. Enc.:  
  1d4
  Alignment: 
  Chaotic
  Movement: 
  120’ (40’)
  Armor Class:  3
  Hit Dice:   
  3
  Attacks:   
  3
  Damage:   
  Special
  Save:  
  F3
  Morale:   
  12
  This creature is a 10’ diameter dark purple mass with 
  six tentacles and one extremely toothy mouth. It can 
  attack three different targets each round using one 
  tentacle per opponent. Upon a successful hit by the 
  Tentacled Demonic Guardian, a character is captured 
  by a tentacle and must make a Saving Throw versus 
  Petrify or Paralyze (LL p. 55)) at a +2 penalty or be 
  hoisted to the demon’s mouth and suffer 1d6 points of 
  damage each round, until they are freed or perish. If a 
  Tentacled  Demonic  Guardian successfully  hits  and 
  captures more than one character with its tentacles, it 
  will bite the same character each round. A character 
  may attempt another Saving Throw versus Petrify or 
  Paralyze (LL p. 55) each round they are held but not 
  bitten. An additional +3 penalty is added to the roll for 
  each extra tentacle that holds the character. 
  Like all lower order demons, a  Tentacled Demonic 
  Guardian 
  can  communicate  telepathically,  has 
  infravision (90’)  and  takes  half  damage  from  cold-
  based,  electrical-based  and  fire-based  attacks.  In 
  addition, they have an innate power to cast darkness 
  (a reversed Light Spell LL p. 24) 2/day.
  8
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  9
  
  Classic Labyrinth Adventures                                                                           The Ruins of Ramat
  Labyrinth LordTM is copyright 2007, Daniel Proctor. Labyrinth 
  LordTM and Advanced Labyrinth LordTM are trademarks of Daniel 
  Proctor. These trademarks are used under the Labyrinth LordTM 
  Trademark License 1.0, July 2007 available at 
  www.goblinoidgames.com.
  DESIGNATION OF PRODUCT IDENTITY
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  Classic Labyrinth AccessoriesTM and Brave Halfling PublishingTM  when used in any 
  context are product identity.  All art and logos are product identity. Presentation 
  of text is used by permission of Goblinoid Games.
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  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material
  by E. Gary Gygax and Dave Arneson.
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  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original
  material by Gary Gygax
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  Authors Scott Greene and Clark Peterson, based on original material by 
  Underworld Oracle. 
  Scribe of Orcus, Volume 1 Issue 3, Copyright 2008, Daniel Proctor and Ryan 
  Denison.
  END OF LICENSE
  Copyright 2008, John Adams.
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  Labyrinth AccessoriesTM and Brave Halfling PublishingTM  are all trademarks of 
  John Adams.
  10
  
  Pre-Generated Characters
  Marcel de Montbartier
  Lawful Cleric 1
  HP:
  5 
  AC:
  6 (Scale mail and sheild)
  STR:
  11
  INT:
  9
  WIS:
  13
  DEX:
  08
  CON: 09
  CHA
  08
  Equipment
  Heavy Flail
  Scale mail and sheild
  Symbol of Thaxon, silver
  Backpack
  Waterskin and wine
  Candles
  Lantern
  Tinderbox, Flint & Steel 
  Bedroll and blanket
  Ink, quill pen and parchment 
  Gold: 8gp
  Background
  Marcel de Montbartier has brown hair, deep blue eyes, 
  stocky build and shy temperament. He is the third son 
  of a minor baron. Marcel grew up believing that his 
  older sisters would inherit the his family's domain and 
  that he would be sent to a monastery. A shy and 
  clumsy boy, he was fond of tales of chivalry. When he 
  came of age, he decided to prove his worth to himself 
  by joining the Holy Knights of Thaxon. Marcel is 
  faithful to his vows and his god, though he tends to 
  identify himself as a hero of chivalry and will do 
  anything in service of a maiden.  Since he has lived in 
  comfort since childhood, he enjoys living a lavish 
  lifestyle and prefers the most expensive of choices.  
  (Created by Nicolas Dessaux)
  Krammag "The Handsome" 
  Lawful Dwarf 1
  HP: 
  7 
  AC: 
  4 (Chain mail and Shield) 
  STR:
  13 
  DEX:
  12 
  CON: 14 
  INT:
  9 
  WIS:
  7 
  CHA: 16 
  Equipment
  Scimitar 
  Javelins x3 
  Chain Mail 
  Shield 
  Backpack 
  Rations, trail, 4 days 
  Waterskin 
  Hammer 
  Spikes, iron (12) 
  Crowbar 
  Treasure
  23gp, 5sp 
  Background
  Krammag likes to think of himself as a future Dwarven 
  King. Not of the Dwarves though mind you, he wants 
  to rule over human lands! He tries to downplay his 
  Dwarvish heritage, to the point where he favors the 
  scimitar and javelins in battle, drinks wine rather than 
  ale, and keeps his beard trimmed neat and short.
  (Created by Kipper)
  Theresa 
  Neutral Magic User 1 
  HP: 
  5 
  AC: 
  9 
  STR:
  11 
  DEX:
  8 
  CON: 13 
  INT:
  17 
  WIS:
  10 
  CHA: 9 
  Equipment
  Spellbook 
  Dagger (silver) 
  Backpack 
  Ink (1 oz vial) 
  Quill pen 
  50 sheets parchment 
  Wineskin 
  Mirror 
  1 week trail rations 
  
  Treasure 
  69gp 4 sp 
  Spells: 
  First level: (1 available per day) 
  Magic Missile 
  Read Magic 
  Second Level: (0 available per day) 
  Continual Light 
  Background 
  Theresa is a scholar and mage, and is frequently 
  making notes on her sheets of parchment. She is 
  interested in any bit of knowledge that she comes 
  across, and has the stamina to stay up all night 
  pursuing her research. 
  (Created by Jennifer Bucher)
  Veryn "the Crooked" 
  Neutral Thief 1
  HP:
  3
  AC:
  9 (Padded Armour, Dexterity)
  STR:
  15 
  DEX:
  16 
  CON: 7 
  INT:
  11 
  WIS:
  7 
  CHA: 8 
  Equipment
  Quarterstaff 
  Crossbow, light 
  20quarrels (3gp) 
  Padded Armour (5gp) 
  Backpack 
  Thieves' Tools 
  Treasure
  2gp, 4cp 
  Background
  Veryn appears as a tall muscular man, with a broken 
  nose and a scar across his face leaving him with a 
  twisted grin and the nickname "The Crooked". He is 
  often mistaken for a war veteran, and plays up to this 
  perception. However, the truth is very different. 
  (Created by Kipper)
  Flandil 
  Neutral Elf 1 
  HP: 
  4 
  AC: 
  8 (Unarmoured, Dexterity) 
  STR:
  10 
  DEX:
  13 
  CON: 12 
  INT: 
  13 
  WIS:
  13 
  CHA: 8 
  Equipment
  Spellbook 
  Sword (Rapier) 
  Daggar (Main-Gauche) 
  Backpack 
  Wineskin 
  Laced kerchief and vial of perfume
  Treasure
  94gp 
  Spells Memorized: Charm Person 
  Background  
  Flandil is an upper-class elf, and very assured of his 
  own superiority. He dresses as a foppish dandy and 
  carries a laced perfume-scented handkerchief under 
  his nose. He prefers to stay out of melee combat at all 
  costs unless his 'honor' is involved. 
  (Created by Kipper)
  Don Geraldo Bartolomé 
  Lawful Fighter 1
  AC: 
  4 (chain mail, shield) 
  HP: 
  7 
  STR:
  14 
  INT:
  13 
  WIS:
  9 
  DEX: 9 
  CON: 13 
  CHA: 8 
  Equipment
  Long Sword 
  Backpack 
  Bedroll 
  10 Torches 
  Tinderbox, Flint & Steel  
  1 Waterskin (full) 
  
  Treasure 
  3 gp 
  Background
  "Gerald" as his friends call him, grew up as the oldest 
  son of a lesser nobleman. He didn't want to inherit the 
  title and his parents' estate, so he rebelled and left 
  home, when he was only 15 years old. Since then he 
  has spent most of his days in dark inns and shady 
  taverns.
   
  Most  of  his  "friends"  nowadays  are  cutthroats, 
  cutpurses and beggars, he has never forgot his lessons 
  in etiquette and morals of the nobility. People who 
  know him, describe him as a kind and educated young 
  man - which is useful to counter his less than average 
  looks. 
  (Created by Mortiz Mehlem)
  
  Brave Halfling Publishing
      An Adventure for Labyrinth Lord
  TM
  It’s mid-spring, the time when the land’s rulers and their men-at-arms go 
  It’s mid-spring, the time when the land’s rulers and their men-at-arms go 
  out to thin down the nearby orc tribes (as well as war with each other). 
  out to thin down the nearby orc tribes (as well as war with each other). 
  Nearly every able person is already involved in such conflicts, or with 
  Nearly every able person is already involved in such conflicts, or with 
  helping the remaining militia protect the local village. 
  helping the remaining militia protect the local village. 
  A little girl comes running and crying into the center of the village. When 
  A little girl comes running and crying into the center of the village. When 
  questioned, she sobs that she and her dog were playing just outside of 
  questioned, she sobs that she and her dog were playing just outside of 
  town, by “Witch’s  Hill,” when a giant, clawed creature came up out of the 
  town, by “Witch’s  Hill,” when a giant, clawed creature came up out of the 
  ground and took her dog. The girl is obviously completely terrified and her 
  ground and took her dog. The girl is obviously completely terrified and her 
  dog, which normally never leaves her side, is nowhere to be seen. 
  dog, which normally never leaves her side, is nowhere to be seen. 
  You and your companions volunteer to look into the matter. The powers-
  You and your companions volunteer to look into the matter. The powers-
  that-be in the village agree to let you and your party investigate the 
  that-be in the village agree to let you and your party investigate the 
  incident. Indeed, they almost seem relieved to do so...
  incident. Indeed, they almost seem relieved to do so...
  This dungeon crawl is designed for 4-6 player characters of 1st level. It 
  This dungeon crawl is designed for 4-6 player characters of 1st level. It 
  includes six pre-generated characters, a brand new monster and a classic 
  includes six pre-generated characters, a brand new monster and a classic 
  monster converted to Labyrinth Lord.
  monster converted to Labyrinth Lord.
  TM
  TM
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - CLA4 Ruins Of Ramat.pdf