TEXT: Five
  Cataclysms
  Wall-Top Lair
  Nickolas Z Brown
  An Adventure for Mid-Level Characters
  With Conversion instructions for old school versions of the original fantasy Role-Playing Game
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  Wall-top Lair
  The carcass of a dead city is to many, a ruin. But to others, it is an opportunity.  Where tens of 
  thousands of still bodies lay, necromancers and their ilk shall flock.  This is the way of things.  The 
  perimeter of this city, like many of the great cities of old, has a wall.  Atop this wall are two towers. Day
  and night, an ominous green glow emanates from the larger tower, where an undead animator toils 
  away, creating horrors for its master.
  This is the lair of an undead reanimator known only as ‘Father’.  He is hard at work raising an army of 
  monstrous necromantic constructs for his master.  Father has made this long-abandoned gate-house 
  his lair.  The gatehouse formerly served as a small fortress to house the garrison that guarded the 
  walls.  It is comprised of two towers, with bridges between.  The left tower is 100’ tall, and the right 
  tower is 150’ tall with a green glass dome on top.
  This is a mid-level dungeon, and is more combat focused. Players will fight all sorts of bizarre enemies, 
  and may employ strategies for dealing with unique and never-before-seen creatures.
  Possible Lead-in Quest
  People have been going missing.  The cause was unknown for weeks until a man heard a window 
  break.  He went to investigate only to discover his wife being dragged away by several skeletons.  He 
  managed to slay one of the skeletons and chase the others off, but it was too late; his wife was dead.  
  A local cleric was able to interrogate the fallen undead, who revealed to him thus: A lich named 
  ‘Father’ has made the southern gate-fort its lair, and is collecting bodies for its evil work.
  The local militia has their hands full with stirge mating season in full-swing, thus the Mayor has 
  implored the adventuring population to slay this lich, promising a reward of 15,000gp directly from his 
  estate, along with a life-time supply of tobacco.  
  The mission is clear: Slay Father.
  1
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  HOW TO USE THIS KEY
  Preparation: None required! Any 
  interconnections in the dungeon arise out of 
  interaction, so you can go in just as blind as your 
  players. 
  Room Keys: Any text not italicized or 
  (parenthesized) may be read aloud to the players.
  (Parenthesized text is for DM eyes only, typically 
  explaining an unseen item or function.)  Bold text 
  will refer to deeper explanations provided outside
  of this paragraph, for example:
  Bold – (The bolded item would be described 
  here.)
  In addition, you may use the ctrl-f feature to find 
  any room by typing the room # and a ‘:’ such as 
  ‘05:’
  Monster Keys: Listed within each room key, and 
  codified as per the terms below:
  HD – Hit dice. Determines attack bonus, hp, and 
  saving throw.  For example, an HD3+2 Monster 
  has (3d6+2) hit points; +3 to attack rolls, and a 
  saving throw of (18-3=15).  
  Hp – A creature with an Hp value has a set Hp 
  total, and an attack bonus of 0 unless otherwise 
  specified.
  Aim – A creature without HD will have an ‘Aim’ 
  value that is the # to add to d20 attack rolls.
  AC – Armor Class. Attacks must match or exceed 
  this value to hit. Monster touch AC is reliant upon
  AC source. Armored targets have touch AC of 10, 
  but a dodgy bat with an AC of 14 will have touch 
  AC of 14.
  SPD – Indicates the Speed of the creature. If not 
  listed, assume speed is 12.  12 is considered 
  unencumbered.
  ATT# - The number of attack rolls a creature may 
  make.
  Xtra1dmg – Deals one extra damage on attack.
  “SvSpells” Means “Save versus spells”
  CONVERSION FOR OTHER SYSTEMS
  If you’re not using the Five Cataclysms rule set, 
  that’s fine.  The module works well with any od&d
  or whitebox editions, and should work for the 
  most part with d&d 5e.  All HD values are d6, but 
  you may change these as you see fit.  All AC 
  values match the creatures thematically, so you 
  may adjust them accordingly.  
  Armor Class is Ascending
  Armor Class starts at 10 (typically)
  Attack Bonus = Monster HD
  Save = 18 minus Monster HD
  Speed of 12 is Human Average
  Morale Checks are rolled using 2d6; rolling 
  above 6 means failure.
  A Turn is about 10 minutes, a combat round is 
  anywhere between 10 seconds and 1 minute.
  Always remember that as a Dungeon Master you 
  have the power to change whatever you want; 
  the contents of this module are merely 
  suggestions.  If a combat is too easy/hard for your
  liking, tweak it. Have an idea that’ll make a room 
  even more fun? Put it in! Do whatever you need 
  for you and your players to have fun!
  EXP HOW
  This module is designed for a treasure-as-exp 
  system. EXP is rewarded 1 point per each gold-
  piece worth of treasure extracted from the 
  dungeon.  This way, avoiding or tricking monsters 
  is just as viable as murderizing them.
  For any feedback, please send an email to 
  FiveCataclysms@gmail.co
   
   m
     We’d love to hear 
  from you!
  2
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
   
  Xi: These areas are the surrounding perimeter walls. They are vacant, with the exception of occasional 
  wandering monsters.  Ranged Wandering Monsters are more likely here, so roll on the Wandering 
  Monster Table twice and take the more appropriate result.
  3
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  WANDERING MONSTERS
  For wandering monster checks, roll a d10 every turn (or ten minutes).  On a result of 1, roll a d8 for the table to determine 
  what monster appears. If no monster appears, increase the threshold for the d10 from 1 to 2, 2 to 3, etc. making wandering
  monsters more likely to appear as time passes.  
  Be sure to reduce the population counter on the right as monsters are destroyed.  If an entire population is slain, remove 
  that monster from the list. If subsequent checks roll an empty result, no wandering monster shows up.
  Alert: In the Wall-Top Lair, if Wandering Monsters are able to escape, they will put the dungeon on ‘High Alert’ which 
  sets the wandering monster check to a d6 instead of a d10.
  # # of Enemies Monster Description
  Population
  1 1d6+1 
  Arbalests 
  SKELETAL ARBALEST – On constant patrol, ready to slay the living, or raise the alarm.  Wear Plate 
  armor, wield crossbow & shortsword
  HD1 AC16 
  Ranged: Crossbow, deals 1 extra damage.
  Melee: Deals d6 damage as normal.
  25 remain
  2 1d3 
  Chitinous 
  Scorpid
  CHITINOUS SCORPID – It seems that chitin has similar magical properties to bone.
  HD2 AC15
  Poison: On successful stinger hit, deal regular damage and target must SvPoison. On fail, they become 
  stunned for 1d6 turns. 
  8 remain
  3 A Horse-
  Wight
  HORSE WIGHT – The result of an experiment to give a horse the life-draining properties of a Wight. 
  Though it is always hungry. Outfitted with chain mail, and its teeth are filed to a point.
  HD2+4 AC14 SPD18
  Life Drain: Damage dealt by its bite attack also reduces the target’s maximum Hp value by the same 
  amount.  If someone has 5 out of 10 Hp and they take 4 damage, they will now have 1 out of 6 Hp. 
  Skittish: Will flee at half health. Unable to raise alarm.
  1 remains
  4 2d6 Skeletal 
  Berserkers
  SKELETAL BERSERKERS – Leather-clad, axe wielding barbarians in undead form. Horns grafted directly 
  onto their skulls.
  HD1+1 AC12 
  Melee: Battleaxe deals 1d6+1 damage.
  Ranged: Throwing axes deal 1d6 damage.
  25 remain
  5 A “Tax” 
  Collecting 
  Wraith
  “TAX” COLLECTOR – A ghastly figure who seeks more to collect his toll than to slay the living.  He 
  prefers gold, but will settle for living essence. Only vulnerable to silver weapons or magic.
  HD9 AC14 SPD12Flying ATT#3 xtra1Dmg
  Life Drain: Damage dealt by its attack also reduces the target’s maximum Hp value by the same 
  amount.  If someone has 5 out of 10 Hp and they take 4 damage, they will now have 1 out of 6 Hp. 
  Collection: Will demand 500gp worth of ‘stuff’.  This ‘stuff’ will be deposited in room 25 for safe 
  keeping. This can be gold, gems, armor, weapons, etc.  If the party does not have sufficient wealth: 
  Will ask for a volunteer whose life he shall drain 2d6 points.  Doing this increases the Tax Collector’s Hp 
  by 1d6, no cap.
  1 remains
  6 1d3+1 
  Triplex 
  Skeletons
  TRIPLEX SKELETON – 3 heads, 6 arms, 6 legs… three times as many ribs. It’s as if 3 skeletons were fused 
  together into one terrifying creature.
  HD3 AC13 SPD15 ATT#3
  12 remain
  7 A Bone 
  Ballista
  BONE BALLISTA – It’s alive, it’s mobile, and it is deadly. Walks on crab-legs and launches sharpened 
  bone at high velocity.
  HD6 AC14 deals 3d6dmg SPD9 Range 80’
  4 remain
  8 1d6 
  Exploding 
  Ghouls
  EXPLODING GHOULS – Bloated, reek of oil, hideous. They cannot self destruct. When struck in combat, 
  a fluid spurts out of them which bursts into flame upon contact with air.
  HD2 AC10 SPD6
  Upon Death, will explode dealing 1d6 fire damage to everything nearby. Can cause chain reactions with
  other nearby ghouls. 
  12 remain
  4
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  DUNGEON ROOM KEYS
  01:  Before you stands two towers erected upon 
  an old gatehouse. Rotten, broken-down wagons 
  litter the edges of the pitted cobble road, leading 
  up to two large oaken doors in the gatehouse that
  appear to have been smashed in long ago.  
  Broken arrows litter the area.
  Broken Arrows – (Skeletal Marksmen upon the 
  battlements of room 16 will rain arrows down 
  upon the party if they are noisy or obvious in 
  their encroachment. Ten will be able to attack.)
  Wagons – (Serve as excellent cover! When 
  cowering behind one, the Marksmen will not be 
  able to hit. If leaning out from behind, should 
  provide +2 AC.)
  SKELETAL MARKSMAN – They stand at eternal 
  vigil over this forlorn gate, seeking to end the lives
  of all who trespass.  Wear leather armor, wield 
  long-bows and daggers.
  HD1+1 AC12 ATT#2(with bow)
  Cover: If attacked from the ground, the 
  battlements & height increase AC to 16. 
  02: A blackened blood smear runs across the 
  stone floor and up the stairs. A lever is attached 
  to the eastern wall. The opposite north gate has 
  also been smashed open, long ago.
  Lever – (Pulling this lever deactivates the pit trap 
  in front of the Western stairs. Does not reveal 
  presence of pit trap.)
  Pit Trap – (In front of Western stairs. 20’ deep 
  with spikes. If someone walks on it, they must 
  SvBurst or take 20’ of fall damage, and receive 
  (5d6 minus AC) damage from spikes. 
   Stairs – (20’ up are 3 Skeletal Arbalests standing 
  behind a barrel. Will attack on sight, and if 
  anyone attempts climbing the stairs, they will 
  push the barrel down the stairs at them.  To 
  dodge the barrel is a SvBurst, else it deals 1d6 
  damage and breaks open, releasing one of two 
  things:  A Blood Ooze or a dozen undead 
  monkeys. Pick whichever you like more. Or both.)
  3 x SKELETAL ARBALEST – On constant patrol, 
  ready to slay the living, or raise the alarm.  Wear 
  Plate armor, wield crossbow & shortsword
  HD1 AC16 
  Ranged: Crossbow, deals 1 extra damage.
  Melee: Deals d6 damage as normal.
  BLOOD OOZE – Ah, what to do with this extra 
  blood? Put it in a barrel and animate it, of course.
  HD3 AC13 SPD6
  Suffocation: Attacks a target’s touch AC to engulf 
  them, forcing them to suffocate for 1d6 damage 
  per round.  Targets may escape by succeeding 
  grapple against the blood ooze.
  12 x UNDEAD MONKEY – A barrel full of 
  monkeys! Sort of. They’re vicious.
  Hp1 Aim10 AC16
  Deal 1 damage on hit. AC is due to evasion.
  03: Within this niche is a small basin of darkened 
  water.  Beside it is a pewter cup.
  Water - (Cursed water. It must be drank 5 times 
  to reveal the key at the bottom.  Each drink deals 
  1d6 damage to the drinker. Attempting to reach 
  into the basin or to scoop out the key will be met 
  with invisible resistance. Water will return to the 
  basin if it is poured out. The key opens the locked 
  metal door in room 5.)
  5
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  04: (Door is trapped; If opened, a steel spike will 
  swing with Aim 10 from the wall to impale the 
  person for 3d6 damage.  Can be detected before 
  activating by the tension applied to the door.)
  Four skeletons with four arms each who have 
  hooks for hands hang from pegs on the wall, 
  inanimate.  There are beast heads and fish 
  mounted on the walls, with a long table down the
  center and three cupboards along the walls. The 
  table is smattered with long-dried blood.
  Skeletons – (If anyone touches or fiddles with 
  anything, their heads will swivel to the offender 
  and begin to chitter. If the offender doesn’t back 
  off, the skeletons will hop down from the pegs 
  and attack.)
  Cupboards – (Contain dusty pewter tableware. 
  One of them has a locked false bottom indicated 
  by a keyhole.  Within is a fragile crystal decanter 
  holding some ancient vintage worth 1400gp. The 
  key is in the hollowed out backside of a fish 
  plaque.)
  Fish – (The backside of a fish plaque holds a key 
  on a peg. This key unlocks the false bottom in one
  of the cupboards.)
  4 x HOOK-HANDS – What makes skeletons 
  deadlier? Extra arms and hooks for hands!
  HD2+2 AC10 ATT#2 xtra1Dmg
  05: (Door is trapped; If opened, a steel spike will 
  swing with Aim 10 from the wall to impale the 
  person for 3d6 damage.  Can be detected before 
  activating by the tension applied to the door.)
  The room is empty, except for a large metal door 
  and a withered corpse sagging against it.  The 
  door has many small holes, and a keyhole. The 
  corpse is naked, and holds a goblet.
  Door – (Key is found in basin at ‘room 3’. 
  Attempting to force the door open by magical or 
  physical means will cause a noxious gas to emit 
  from the small holes. SvBurst or take 1d6 damage
  and fall asleep for 1d6 turns, unable to wake.  
  Beyond the door is treasure. 
  Corpse – (This is a weakened wight.  If disturbed, 
  will awaken slowly, taking a full round to stand up
  before attacking. Cannot surprise the party. 
  Goblet does nothing.)
  WEAKENED WIGHT – Scrawny. He’s got a goblet, 
  for reasons unknown.
  HD1 AC10 SPD6
  Life Drain: Deals 1d3 damage and drains the same
  amount from target’s max Hp value. 
  Treasure – (Three chests, each weighs ten stones.
  Chest #1 contains silver jewelry worth 8000gp 
  total, Chest #2 contains Gemstones worth 
  4,000gp total, and Chest #3 holds 1 scroll of 
  fireball and a bunch of rocks.)
  06: Sounds of bustling and clinking of metal can 
  be heard from outside the door. 
  There are several skeletons crowded around 
  workbenches and tables, hard at work 
  refurbishing salvaged equipment for use.  They 
  are focused on their work, and do not appear to 
  have noticed you.  Weapon & armor racks line 
  the edges of the room.
  Skeletons – (If the party is noisy or disturbs the 
  skeletons, the skeletons will be automatically 
  surprised, and will attempt to flee to get help.  
  They are effectively harmless on their own.)
  SKELETAL ARTISAN – Good at crafting, bad at 
  fighting. Will attempt to flee.
  HD1 AC10
  Armor – (Upon close inspection, the armor rack 
  holds 1 suit of mastercraft quality chainmail, 
  which grants 5 AC instead of 4.)
  6
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  07: A heap of weapons, armor, and other 
  equipment in bad, unusable shape.
  Weapons – (In the depths of the heap is a rusty 
  blade with a magical power.  All non-magical 
  metal it strikes with an attack instantly rusts, 
  provided oxygen is available.  Metal armor 
  becomes useless, metal walls are weakened, etc.  
  No bonus to attack/damage, but counts as a 
  magic weapon.)
  08: Along the south wall are 14 barrels.  They are 
  speckled with dried blood. 
  Barrels – (Each barrel contains a hostile Blood 
  Ooze. These oozes are unable to escape the 
  barrels, making it a reliable transport 
  mechanism.)
  BLOOD OOZE – Ah, what to do with this extra 
  blood? Put it in a barrel and animate it, of course.
  HD3 AC13 SPD6
  Suffocation: Attacks a target’s touch AC to engulf 
  them, forcing them to suffocate for 1d6 damage 
  per round.  Targets may escape by succeeding 
  grapple against the blood ooze.
  09: There are 6 alcoves wherein stand black-
  armored skeletons who rest their hands on 
  greatswords.  They each have 2 citrines adorning 
  their eye sockets (12 citrines total worth 1200gp.)
  They look as if they’ve been recently oiled. 
  Oiled – (Non-incendiary oil.  50% chance that 
  after entering, an HD1 AC10 skeleton will enter 
  the room with a pail of oil and a brush, he will be 
  surprised and then attempt to flee to set the 
  dungeon on high alert.)
  Skeletons – (These are skeletal champions 
  who’ve had their bones fused with armor.  They 
  are kept oiled to prevent them from growing 
  brittle. Removing a citrine or attacking one will 
  cause them to awaken and attack.)
  6 x SKELETAL CHAMPION – Bones fused with 
  armor, heavy blades, and citrine eyes. They fight 
  as a unit, seeking to focus attacks on the weakest 
  targets first.
  HD4+4 AC17 ATT#2 xtra1Dmg
  10: Roll surprise.
  The room is stuffed full of Skeletal Soldiers, 
  shoulder to shoulder. They move to attack.
  53 x Skeletal Soldier – Basic, boring infantry.  At 
  least undead forces require little in terms of 
  lodging. Wear medium armor, sword & shield.
  HD1 AC16
  *Can only fit 2 abreast in doorway while fighting.
  “Master isn’t satisfied with the basics anymore, 
  hm?  I guess I’ll just shove ‘em all in here and 
  forget about them...”
  11: The stench of death.
  Human corpses, stacked like logs, the stack 
  reaching chest height. Stripped of all gear & 
  equipment, there must be at least 40 corpses 
  here.
  The most common cause of death is a slashed 
  throat; they were likely taken in the night.
  7
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  12:  Heaps of bones clutter the room, with the 
  exception of a path cleared down the middle.  
  There are four square pillars supporting the 
  chamber. A Giant Armored Skeleton with an ax 
  stands before the far exit. He is not moving. 
  Pillars – (Upon close inspection, someone may 
  see that the northwestern pillar has a loose brick. 
  If pulled out, inside a cubby will be a piece of 
  jewelry worth 2000gp.)
  Giant Armored Skeleton – (He is aware of the 
  intruders, but will not attack until they attempt to
  pass, or he is provoked by an attack or spellcast. 
  Players may need to roll surprise if they’re not 
  expecting retaliation.) 
  GIANT AX-ETON – He’s big boned.
  HD8+8 AC14 ATT#2 2d6dmg
  Sweep Attack: Melee attacks strike two targets if 
  they are adjacent, allowing for a total of 4 hits a 
  round. 
  13: A grotesque tannery. Human “Hides” rest on 
  racks, on tables, in a shallow basin, in various 
  stages of “completion”. There is a small desk with 
  a lectern.  
  Tannery – (Includes things you’d find in a tannery,
  including barrel of tannin powder, salt, scudding 
  knives, etc.)
  “Hides” - (32 total.  Worth 100gp each to the 
  right buyer, detailed by a note in the lectern.)
  Lectern – (Inside is typical writing implements as 
  well as a folded letter, penned by an entity 
  interested in purchasing human leather.)
  Letter - “Dearest Father,  
  The samples you sent me were absolutely lovely. 
  The quality is excellent and the little faces bring 
  me immense joy.  I have discovered an old 
  subterranean temple and now have ambitions to 
  renovate it, and I believe your product would be 
  the best choice for theme.  Please send me as 
  many as you can, I shall pay 100gp per unit.
  Sincerely, Lugash
  Lugash – (A Lich interested in buying human 
  skins. His location could be divined or 
  interrogated from a local.  Even so, if the players 
  decide to sell the human leather, Lugash himself 
  will not appear, instead sending a liaison to 
  complete the transaction.)
  14: Piles of teeth, tissues, sinews, hooves, and 
  hair, with bottles of bile lining the walls on 
  shelves.  It smells horrible. 
  Hair – (If disturbed, it will animate and attack. 
  There are three individual ‘Hair Monsters’. 
  HAIR MONSTER – Attacks by shoving itself down 
  the target’s throat, suffocating them.  It becomes 
  more and more difficult to get it out.
  HD3 AC10
  Suffocation Attack: Targets Touch AC. Target 
  must SvParalysis or take 1d6 damage this round 
  and every round hair is lodged in their throat. 
  Each round, the victim may SvParalysis to pull the 
  hair out, but each failure including the first puts a 
  -2 penalty on the saving throw as the hair grows 
  more and more entrenched.
  8
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  15: 9 undead hounds and 1 Hound-Headed 
  Horror attack immediately. 
  Aside from those ravenous skeletal dogs, there is 
  a metal wheel is attached to the western wall, 
  near the portcullis, and there is a pile of rubble in 
  the southeast corner. 
  Metal Wheel – (Raises the portcullis.  Can be 
  locked into position. This is the only way to raise 
  the portcullis. Portcullis is noisy so roll a 
  wandering monster check, and nearby creatures 
  cannot be surprised.)
  Rubble – (This is the rubble from a stairway that 
  was demolished. Nearby are freshly placed stone 
  blocks, to seal off the ascending stairway.  While 
  solidly sealed off, it is possible to “dig up” at this 
  location, skipping other rooms.)
  9 x SKELETAL HOUND – No longer man’s best 
  friend.
  HD1 AC10 SPD15
  HOUND-HEADED HORROR – The heads of 5 
  individual hounds, and crafted from more bone 
  than any hound has any right in having.
  Hp30 Aim1 AC12 ATT#5
  16: 10 Skeletal Marksmen stand at attention, 
  ready to gun down trespassers. There is a crate 
  against the far wall. 
  Crate - (Holds a stash of 128 silver arrows). 
  SKELETAL MARKSMAN – They stand at eternal 
  vigil over this forlorn gate, seeking to end the lives
  of all who trespass.  Wear leather armor, wield 
  long-bows and daggers.
  HD1+1 AC12 ATT#2(with bow)
  Cover: If attacked from the ground, the 
  battlements & height increase AC to 16. 
  17: Entrance is blocked by portcullis: (Requires 
  strength check with a -4 to open. Assisters add 
  their strength mod. Only 3 may attempt from one
  side at once. However, the monsters within will 
  interrupt this action.)
  Five Skeletal figures glowing red float in the air 
  without legs.  In each of their 4 arms is held a red 
  crystal.  They hover above small rune circles, 
  upon which lay five bloodied corpses.  There is 
  also a metal wheel beside the entrance.
  Skeletal Figures – (These ‘Floaters’ will attack as 
  soon as the invaders attempt to enter the room.)
  Red Crystal – (Worth 50gp each. Each Floater 
  carries 4, making for 1000gp worth of crystal.)
  Bloodied Corpses – (Will animate sluggishly. They
  can join combat during round two, but may not 
  be able to attack if portcullis is still closed.)
  Metal Wheel – (Raises the portcullis.  Can be 
  locked into position. This is the only way to raise 
  the portcullis. Portcullis is noisy so roll a 
  wandering monster check, and nearby creatures 
  cannot be surprised.)
  5 x FLOATER – Four arms, no legs, a red crystal in 
  each hand. An ominous red glow, and a chant 
  that bends blood.
  HD2 AC12
  Spellcaster: Each round, casts ‘bloodwarp’ which 
  lets the Floater control a target for 1d3 rounds if 
  that target does not SvSpells. They will puppet 
  this person to slay their allies, but can only 
  control 1 target at a time.
  5 x BLOODIED CORPSE – Fresh meat, already 
  eager to feast upon the living.
  HD1 AC10
  9
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  18: In front of the door are deep grooves, as if 
  something with powerful claws was dragged 
  inside.
  A terrible bone construct, seemingly half giant, 
  half crab.  Five legs, four massive steel-blade-
  arms. (Attacks immediately if able) There is a pile
  of bones in each corner.
  CRABBISH-GIANTISH-THING – It’s a mess of 
  limbs. Doesn’t even have a head. Does it even 
  deserve a name?
  HD8+8 AC13 ATT#4 xtra1Dmg
  Pile of Bones – (If the northwestern pile of bones 
  is examined, it may be noticed that some bones 
  seem to be phasing through the wall. Turns out, 
  the wall under the stairs is illusory, and within 
  that small secret chamber under the stairs is a 
  large chest that holds 2500gold pieces and a gold 
  & emerald necklace worth 2000gp.)
  19: Lumbering about the room seemingly quite 
  unaware of your presence are 3 large skeletal 
  trolls. Other than them, the southern heavy 
  metal door is flanked by 4 spokes, upon which 
  hang beautiful pieces of head-worn jewelry 
  worth 2000gp each.  Eastern wall has a mark 
  where there must have been a metal wheel to 
  control the portcullis, but it has been removed. 
  Trolls – (Are passive, but will defend themselves. 
  Will attack anyone who removes the jewelry from
  the spokes flanking the metal door.)
  Metal Door – (Detects as magic. Is locked, but will
  unlock if each piece of jewelry is removed from 
  the spokes.)
  Head-Worn Jewelry – (Cursed. Mildly painful to 
  handle. If worn, will deal 10d6 damage per round 
  to the wearer.  When all are removed from the 
  spokes, the metal door becomes unlocked. 
  Jewelry is worthless if still cursed when trying to 
  sell.)
  Portcullis – (Strength check with -4 to open, 
  assistants add their strength mod to the roll. Up 
  to 3 people may attempt at once. Cannot be 
  locked in place. Noisy, may cause wandering 
  monster check.)
  SKELETAL TROLL – Turns out, its easier to animate
  bigger things instead of making bone constructs 
  from smaller things.
  HD8 AC12 ATT#2 xtra1dmg
  No health regeneration.
  20: Nine sealed jars rest on low shelves.  Each of 
  these opaque vessels appear to be sealed airtight.
  They occasionally wobble ever so slightly. You feel
  a muted sense of intense hatred in the air. 
  Sealed Jars – (Within are spectres, and they are 
  extremely aggressive and extremely angry.)
  SPECTRE – Pure hatred. Extremely dangerous. 
  Extremely territorial. Fast and scary. The source 
  of vast lamentation for the author.
  HD5 AC15  only harmed by magic or holy water.
  Life Drain: Drain 2d6 max health on hit. 
  Spectral propagation: If they kill a person or any 
  sapient creature, they pull a spectre out of them, 
  creating a new monster.  Once the living are 
  ousted, the spectres will bicker for a time, to see 
  who gets to keep the room. Spectres prefer to 
  inhabit their deceased remains. Once their 
  differences are settled, one spectre will find 
  another room to haunt.
  Hopefully the adventurers will not break the jars, 
  but they can be weaponized by a clever group.
  10
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  21: A narrow bridge spans the space between 
  tower, a 20’ drop on either side to the battlement
  below. Single-file only. The far portcullis is open, 
  and it is flanked by two arrow slits. 
  Portcullis – (This is a trap. Once the party is ¾ 
  across the bridge, the opposite portcullis will slam
  shut, and 4 Skeleton Deadeye will unleash a hail 
  of arrows upon the trapped group.  It is likely that
  the first portcullis fell closed, unless someone was
  wise enough to keep it held open.  The opposite 
  portcullis can be opened by strength check with a 
  -4, but only 1 person can attempt it at a time due 
  to narrow bridge. This may be tricky to solve.)
  4 x SKELETAL DEADEYE – 2 from the arrow slits, 2 
  from the portcullis. The elite class of Skeletal 
  marksmen. Longbows & shortswords.
  HD5 AC13 ATT#3 (3 with bow, 2 with melee)
  Cover: Deadeyes behind arrow slits gain +5AC, 
  and Deadeyes behind the portcullis gain +2AC.
  22: A metal wheel beside the portcullis, and a 
  sturdy oaken door on the east wall. 
  Metal Wheel – (Raises the portcullis.  Can be 
  locked into position. This is the only way to raise 
  the portcullis. Portcullis is noisy so roll a 
  wandering monster check, and nearby creatures 
  cannot be surprised.)
  Oaken Door – (Barred from the other side. No 
  apparent opening mechanism here. If an ax or 
  other weapon is taken to it, it has 30Hp to break 
  it down.  The Beholder-Wight in the next room 
  will attempt to launch a surprise attack upon the 
  party as soon as it is able.)
  23: Hovering in the air is a great mass of withered
  flesh, with a hole where perhaps a single giant 
  eye once was, and rows of teeth exposed by lips 
  pulled taught by the grasp of undeath. Withered 
  tentacles hang from its bulk.  It spreads its jaws, 
  and hisses a black vapor.  
  BEHOLDER-WIGHT – Eyeless, but still deadly.
  HD9+9 AC14 ATT#2 SPD12Flying
  Life Drain: Damage dealt by its attacks also 
  reduces the target’s maximum Hp value by the 
  same amount.  If someone has 5 out of 10 Hp and
  they take 4 damage, they will now have 1 out of 6
  Hp.
  Necrotic Breath: Can use attack on first round, 
  recharges after 1d4 rounds. Those in the 20’ 
  conical blast must SvBurst or lose 1d6 from their 
  maximum hp value; if they succeed the save, they
  merely take 1d6 damage.
  Upon death: A small note can be found sticking 
  out of its backside, which reads: “A loyal 
  companion for your admirable service. -M”
  Exit - (The door to the next room is metal, barred 
  from the inside. A cannon blast or knock spell can 
  crack it open, but any lengthy excavation will give 
  Father plenty of time to prepare his constructs for
  a fight.)
  11
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  24: The air is dark and heavy.  An enormous 
  crystal hovers in the chamber above, filling the 
  room with an eerie green glow.  Purple lanterns 
  mingle with the green.  In the corners stand fear 
  bone constructs, including an Eight-Legged 
  Mouth of Too many Fangs, a Five-Headed 
  winged death elephant, and the hand of a true 
  giant.  Alchemy labs, ritual circles, and bone piles 
  are spread all about, but in the middle of it all is a 
  large green ritual circle with a focus in the center,
  where stands a hunched robed figure beside a 
  large skeleton whose armor and blade glimmer 
  with magic.  The cloaked figure, Father, speaks in 
  a raspy yet strangely welcoming voice: “I suppose 
  if you surrender now, I can offer you some tea 
  along with eternal life through undeath. I mean, 
  look at how far you’ve come, you broke my 
  damned tower.  You’ve certainly earned my 
  respect.”
  If the offer is rejected: “Ah well, I suppose it can’t 
  be helped. On with the mutual destruction then? 
  Madness.” 
  Battle: If Father did not have advance warning to 
  awaken the three bone sculptures, he will begin 
  doing so, takes 1 spellcast per round. The 
  Guardian Skeleton will attack, seeking to defend 
  Father. Once animated, the three constructs will 
  attack, seeking to crush the life from the living.  
  FATHER – The Lich-Lord of this lair. More of a 
  craftsman than a conqueror, is always looking for 
  new apprentices. Prefers to make new friends, but
  is more than capable of murder. He draws power 
  from the crystal above to fuel his magic.
  HD7+4 AC12
  Available Spells (May cast multiple of the same 
  spell):
  Animate dead: Will awaken undead constructs, or
  create simple undead from bone piles.
  Dark mending: heal friendly undead for 1d6+1 
  HP, which allows a slain undead to fight once 
  more, provided it hasn’t been totally destroyed. 
  Hold Skeleton: animate a person’s skeleton, 
  forcing them to do the necromancer’s bidding. 
  They must make a saving throw every round, or 
  be forced to act for the necromancer instead. 
  Inflict Wounds: Touch spell, deals 2d6+2 damage.
  GUARDIAN – Sword and armor glitter with magic.
  He protects Father wherever he goes.
  HD8+8 AC18 ATT#3 xtra3dmg
  Magic Items dropped upon death: +1 Plate 
  Armor, and a +1/+1 Sword. Boring, standard, 
  effective.
  EIGHT-LEGGED MOUTH OF TOO MANY FANGS – 
  It’s like a giant spider with shark jaws!
  HD5+5 AC12 ATT#3 xtra2dmg
  FIVE-HEADED WINGED DEATH ELEPHANT – Its 
  legs feel like bricks.
  HD8+8 AC14 ATT#5
  HAND OF A TRUE GIANT – No stitched-together 
  bones here, these are the phalanges of a 
  humanoid who must’ve been more than a 
  hundred feet tall in life.
  HD10+10 ATT#3 xtra5dmg
  Beneath a table is a quivering construct that 
  resembles a failed attempt to build a skeletal 
  centaur out of human bones.
  Alchemy Labs: Looks like some potions are 
  scattered about:
  Brown, odorless: Grants a +3 strength mod for 
  1d6 turns.
  Green, smells of marsh: Gives the imbiber the 
  ability to move through liquids as if they were air 
  for 1d6 turns. 
  Black, smells of tulips: Grants “Detect Life” which
  functions as Detect Magic but detects living 
  entities instead. Lasts 1d6 turns.
  Light blue, smells of almonds: A trap laid for the 
  living by the necromancer. Causes instant death, 
  if the imbiber fails a saving throw against death 
  with a -4. 
  Dark Blue, smells of rain: Allows the imbiber to 
  breathe a lightning spell at their enemies for a 
  12
  
  Five Cataclysms                                                                                                                                                                      Wall-Top Lair
  total of 5d6 damage. Must be expelled within the 
  same combat round or the imbiber will explode.
  Large Green Ritual Circle: Standing in the center 
  of this circle, spell casters will feel as though they 
  can cast spells without expending them for the 
  day. It is somehow connected to the crystal in the
  room above, seen through a hole in the ceiling.
  25: This is the domed green glass chamber, and it 
  is bathed in green light.  The green crystal itself is 
  a little larger than the size of a person. 
  Surrounding the crystal is a ledge, upon which is 
  piled a hoard of treasure!
  Green Crystal – (This crystal and related rune 
  circle allow a caster to cast a spell they have 
  memorized without exhausting their use of it.  
  However, only 95 charges remain for this crystal, 
  and when expended it will shatter. It can be 
  recharged with the ritual sacrifice of a living 
  human or a more intelligent species. Worth 
  300gp per charge to the right buyer.)
  Hoard of Treasure – 25,000 gold pieces, 40,000 
  silver pieces, 20 gems worth 500gp each, 4 pieces 
  of jewelry worth 4000gp each, and a beautiful 
  jeweled golden dragon statue half the size of a 
  man and worth 50,000 gold. Aw, yeah.
  13
  
SOURCE: textdata/thevault/Five Cataclysms/Five Cataclysms Adventures/Wall-Top Lair (5C)/Wall-Top Lair (5C).pdf