TEXT: 1
  Temple of the Locust Lord
  Mark Gedak, Daniel J. Bishop
  
  2
  Author
  Mark Gedak
  DCC Conversion
  Daniel J. Bishop
  Editing
  Thomas Baumbach, Perry Fehr, Stefen 
  Styrsky
  Cover Image
  Jacob Blackmon
  Cartography
  Kristian Richards
  Internal Art
  Matt Morrow
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Original Playtesters
  Thomas Boxall, Patrick Kossmann, 
  Kent Little, Mike Vanderstelt
  DCC Playtestes
  Jeff Goad, Ngo Vinh-Hoi, Kate B., 
  Matt G., Andrew Sternick
  Special Thanks
  Craig Johnston, Owen K. C. Stephens, 
  The Secret DM
  Purple Mountain Level One: Temple of the Locust Lord is a Dungeon Crawl 
  Classics adventure designed for four to eight, 1st level characters. This 
  adventure module assumes the existence of a mountain containing a 
  megadungeon in the campaign setting, either of the judge’s devising, or 
  through future expansions of the DCC RPG Purple Mountain line.
  DCC Patreons: Daniel J. Bishop, Trevor Bramble, Lorne Cooper, 
  EnochSeven, Jim Dovey, Jeremy Friesen, Geoff Forcella, Wes Fournier, 
  S. L. Hall, Tony Hogard, Hunyock, Michael Jones, Paul Kensler, Ste-
  phen Murrish, Keith Nelson, Diogo Nogueira, Terry Olson, Patrick 
  Pilgrim, Rompcat, Ryan, Maxwell Spann, Stewart Wilson, M Woolsey
  
  3
  LEVEL ONE
  TEMPLE OF THE 
  LOCUST LORD 
  The first level of Purple Mountain is the current home to a cult of the Locust 
  Lord, a demonic entity dedicated to vermin, chasms, and infestations. Twenty 
  years ago, the wizard Iraksed came to the Purple Mountain to discover secrets 
  of transformation into an immortal invertebrate form. His destructive ten-
  dencies and ability to manipulate the manamites present in the first level of 
  Purple Mountain earned him the grace of the Locust Lord and Iraksed began 
  the painful process of shedding his mortal form into his current squirming 
  one.
  Recently Iraksed and his manamite followers have grown in power and 
  potential for destruction. The manamites have captured and trained a num-
  ber of vermin, including a throach. The throach, known to the manamites 
  as the Instrument of the Locust Lord, has the ability to implant hosts with 
  its verminous offspring. These offspring eventually tear themselves free of 
  their host. The manamites love both the birth of throach grubs from within 
  the bodies of other sentient races and the screams of their hosts as the larval 
  throach burst free. To supply the throach with a constant supply of hosts, the 
  manamites occasionally venture out of Purple Mountain to capture travellers 
  or nearby villagers.
  As a Campaign
  Purple Mountain is a megadungeon that can be used as a site for an ongoing 
  campaign. Purple Mountain is intended to mirror the classic megadungeon 
  that many of us older gamers grew up playing. In Purple Mountain you will 
  find subterranean cities, prisons of eldritch demons, ancient ruins, lost civi-
  lizations, legendary weapons, lost magic, mines, slave pits, elemental nodes, 
  water-filled passages, mazes, one-way doors, traps, monsters both classic and 
  unique, dragons, artifacts and monsters too big to fit down the hallway that 
  leads to their lair.
  Ultimately, we are building a challenging dungeon with many risks and re-
  
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  wards for daring, intelligent players. The DCC RPG conversion is being done 
  with Dungeon Crawl Classic’s unique design aesthetic in mind.
  As a Stand Alone Level
  The first level of Purple Mountain can easily be used as a stand-alone adven-
  ture site. The temple could be relocated anywhere in the world and the player 
  characters could be recruited to complete any of the following quests:
  • 
  Destroy the Cult: This is most likely accomplished by killing Iraksed, the 
  throach, and the manamite cultists.
  • 
  Rescue the Prisoners: There are currently five prisoners of the locust cult. 
  They are all implanted with throach eggs. The captive must be rescued 
  and cured to receive the full reward as determined by the Judge.
  • 
  Destroy/Recover the Dhole Chants: This profane work of literature 
  could be valuable to the right collector or an affront to other individuals. 
  The PCs could be recruited to recover or destroy this work, depending 
  upon the alignment of their patrons.
  Standard Features
  Unless noted otherwise in the text, the following standard features are true 
  throughout the first level of Purple Mountain – Temple of the Locust Lord.
  Wooden Doors: All the doors in the temple are made of ramshackle wood, 
  as they have been damaged by countless adventurers and repaired numer-
  ous times throughout the history of Purple Mountain. The surfaces are often 
  engraved with pictures of vermin or threats of destruction and peril written in 
  Undercommon. These decorations are not a design feature, but more a result 
  of bored manamites with daggers. The doors are easily broken down (DC 5).
  Illumination: Most of the rooms are unlit in the temple as the manamites, 
  vermin and Iraksed all function normally in the dark due to infravision and/
  or the ability to sense vibrations. Adventurers who cannot see in the dark will 
  need to carry light into the temple to navigate its passages.
  Exits: There are three primary exits from this level of Purple Mountain. The 
  first is in Area 1 and it leads to the exterior of the mountain. The second is in 
  Area 7 which descends into a garbage pit that is the starting point of Level 
  Two. The final exit is through the huge pit in Area 10 which leads down to 
  the magma chambers of Level Four.
  
  5
  Vermin: The manamites that inhabit this level of Purple Mountain raise giant 
  invertebrates as guardian and companions, and they are friendly to insects, 
  spiders, scorpions, and the like. Mundane vermin of all types are common 
  within this level of the dungeon. Ceilings are often the home to spiders and 
  their webs.
  Dungeon Populations
  As the player characters make their way through the dungeon they will en-
  counter fixed groups of enemies as well as wandering monsters. If the players 
  decide to grind through the level there should be a limited number of some 
  of the creatures per month of game time.
  This level is inhabited by manamites which worship the Locust Lord. These 
  are small creatures related to goblins, which speak the goblin tongue, Under-
  common, and the common language of insects, spiders, and their kith. They 
  are about half the height of a halfling, on average, coming to about the knees 
  of a human. Their skin has a light purple, nearly mauve, hue.
  Initially there should be no more than 30 manamites, 4 manamite cultists, 4 
  blue scorpions, 4 red scorpions, 3 scorpion knights. 1 throach and 1 locust 
  demon. If you are checking for wandering monsters and you run out of a 
  particular monster type just roll again on the table or ignore that encounter.
  If the cultists and Iraksed are killed, the manamites that inhabit this level may 
  move away, leaving this level open for new inhabitants to occupy.
  Special Random Encounters
  Locust Demon: Iraksed was granted the service of this demon by his patron, 
  the Locust Lord. The demon patrols the halls ceaselessly, and is always hun-
  gry. Although it will not attack the manamites or Iraksed, it considers the 
  endless vermin of this level to be its prey, as well as any adventurers it may 
  meet. So long as a target is legitimately prey, it always attacks the closest liv-
  ing thing to it. The thing looks like a horse-sized locust made of black iron. 
  Six-inch locusts continually fall from between its plates, automatically attack-
  ing any creature within 10’ of the demon. Area attacks that deal 12+ hp dam-
  age in a single round can prevent the locusts from attacking for 1d3 rounds, 
  while their numbers build up. The demon can speak the infernal language of 
  demons and the common tongue.
  
  6
  Locust demon (Type I): Init +0; Atk bite +5 melee (1d8+2); AC 
  17; HD 3d12; hp 20; MV 30’; Act 1d20; SP infravision 60’, locust 
  swarm (10’ range, +2 swarming bite for 1d3 damage per round), 
  spells (darkness, +4 to spell check), half damage from non-magical 
  weapons and fire; SV Fort +5, Ref +1, Will +4, AL C.
  Manamite Patrol: The manamites have a number of roaming patrols to make 
  sure everyone is alert against intrusion. A typical manamite patrol is made 
  up of either 3 manamite guards and 1 flash beetle or a manamite cultist and 
  a red or blue scorpion. Manamite cultists have the ability to control inver-
  tebrate creatures at will (a DC 10 Will save will prevent a bonded creature, 
  such as a familiar, from being controlled). Their harmful spells appear as 
  swarms of beetles, biting flies, scorpion stings, etc. To determine the save 
  against their spells, roll 1d3: (1) Fort, (2) Ref, or (3) Will, and then describe 
  the spells accordingly.
  Manamite cultist: Init -1; Atk dagger +1 melee (1d4-1) or harmful 
  spell +3 ranged (1d8, DC 12 save for half); AC 10; HD 1d4-1; hp 2 
  each; MV 20’; SP infravision 60’, control invertebrates, harmful spells 
  3/day; SV Fort -2, Ref +1, Will +1; AL C.
  Manamite guard: Init +0; Atk sickle +2 melee (1d5-1); AC 11; HD 
  1d6-1; hp 3 each; MV 20’; SP infravision 60’, control invertebrates; 
  SV Fort -1, Ref +2, Will +1; AL C.
  Flash beetle: Init -2; Atk mandibles +1 melee (1d4+1); AC 12; HD 
  1d8; hp 5 each; MV 30’ or climb 20’; Act 1d20; SP flash 1/hour 
  (brilliant flash of light affects all within 10’; Fort DC 13 or -1d pen-
  alty to all rolls for 1d3 rounds); SV Fort +1, Ref +0, Will -3; AL N.
  Blue scorpion: Init +1; Atk claw +2 melee (1d3 plus grab) or sting 
  +2 melee (1d3 plus poison); AC 13; HD 2d8+2; hp 10 each; MV 40’; 
  SP grab (automatic damage each round, opposed Strength check vs. 
  +3 to escape), poison (1d3 dam, and Fort DC 14 or 1d3 temporary 
  Strength damage); SV Fort +4, Ref +2, Will +1; AL N. 
  Red scorpion: Init +1; Atk claw +2 melee (1d3 plus grab) or sting 
  +2 melee (1d3 plus poison); AC 13; HD 2d8+2; hp 10 each; MV 
  40’; SP grab (automatic damage each round, opposed Strength check 
  vs. +3 to escape), poison (1 dam, and Fort DC 16 or 1d3 temporary 
  
  7
  Agility damage); SV Fort +4, Ref +2, Will +1; AL N.
  Scorpion Knight: The elite among the manamites are nearly as large as a very 
  small halfling. They wear chainmail sized for themselves and are mounted on 
  giant scorpions. Scorpion knights can control invertebrates as do manamite 
  cultists. 
  Scorpion knight: Init +1; Atk flail +2 melee (1d6) or shortbow +2 
  ranged (1d6); AC 15; HD 1d8+1; hp 5 each; MV 10’; SP infravision 
  60’, control invertebrates; SV Fort +1, Ref +2, Will +3; AL C.
  Giant scorpion mount: Init +1; Atk claw +2 melee (1d3 plus grab) 
  or sting +2 melee (1d3 plus poison); AC 13; HD 3d8+3; hp 16 each; 
  MV 40’; SP grab (automatic damage each round, opposed Strength 
  check vs. +3 to escape), poison (Fort DC 12 or 1d3 dam each round 
  until save is successful); SV Fort +3, Ref +2, Will +2; AL N.
  Skeleton and Zombie, Adventurers: Many adventurers have tried to delve 
  the depths of Purple Mountain only to fail. Some of those dead do not rest 
  peacefully but instead reanimate as un-dead monstrosities. Many of the 
  un-dead have their ribs broken or their stomachs torn out from the inside to 
  foreshadow the work of the throach.
  Random Encounters
  Every hour a group of characters spends exploring, resting or making loud 
  noises in the first level of the Purple Mountains there is a 10% chance they 
  will attract a wandering monster. Please consult the table below for common 
  creatures. This percentage increases to 20% if the manamites become alerted 
  to the player characters presence such as when a guard change results in the 
  discovery of manamite bodies or if a manamite escapes combat to warn oth-
  ers.
  D20
  Creature
  1-2
  Fire beetles (1d2): Init -2; Atk mandibles +3 melee (1d4+2 plus residue); AC 
  15; HD 2d8+2; hp 8 each; MV 30’ or climb 20’; Act 1d20; SP glowing acidic 
  residue (+1d4 damage, cannot be washed off, glows for 1d3 days); SV Fort +1; 
  Ref +0; Will -3; AL N.
  3
  Flash beetles (1d3): Init -2; Atk mandibles +1 melee (1d4+1); AC 12; HD 
  1d8; hp 5 each; MV 30’ or climb 20’; Act 1d20; SP flash 1/hour (brilliant flash 
  of light affects all within 10’; Fort DC 13 or -1d penalty to all rolls for 1d3 
  rounds); SV Fort +1, Ref +0, Will -3; AL N.
  
  8
  4-5
  Giant ant: Init +0; Atk bite +2 melee (1d3); AC 14; HD 1d4; hp 2 each; MV 
  50’ or climb 50’; Act 1d20; SV Fort +3, Ref +1, Will -3; AL L. These ants are 
  about 2’ long.
  6
  Giant bee: Init +0; Atk sting +1 melee (1 plus poison); AC 9; HD 1d6; hp 4 
  each; MV 5’ or fly 20’; Act 1d20; SP Poison (DC 14 Fort save or 1d4 Strength 
  damage; 1 temporary Strength damage on a successful save); SV Fort +1, Ref -1; 
  Will -3; AL N.
  7
  Giant centipedes (1d4): Init +3; Atk bite +6 melee (1d6 plus poison); AC 14; 
  HD 3d6; hp 10 each; MV 60’; Act 1d20; SP detect thoughts 500’ range, poison 
  (Fort DC 12 or 1d4 temporary Agility loss); SV Fort -1, Ref +2, Will -1; AL C.
  8
  Giant cockroaches (1d3): Init +3; Atk bite +1 melee (1d3); AC 12; HD 2d12; 
  hp 14 each; MV 40’; SV Fort +6, Ref +2, Will -4; AL N.
  9
  Giant spiders (1d3): Init +2; Atk bite +2 melee (1d3 plus poison); AC 10; HD 
  1d8; hp 5 each; MV 30’ or climb 30’ or leap 15’; SP poison (Fort DC 14; 1d4 
  damage on success; 3d4 damage plus 1 temporary Strength on failure); SV Fort 
  +0, Ref +2, Will -3; AL N. These are cat-sized hunting spiders, rather than web 
  builders.
  10
  Giant wasp: Init +3; Atk bite +0 melee (1d2) or sting +2 melee (1d3 plus poi-
  son); AC 12; HD 2d6; hp 7 each; MV 10’ or fly 50’; SP poison (Fort DC 15; 
  1d6 damage on success; 3d6 damage on failure); SV Fort -2, Ref +2, Will +0; 
  AL N.
  11-13
  Manamite patrol: See special random encounters.
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  Scorpion knight: See special random encounters.
  15-16
  Skeletal adventurers (1d4): Init +0; Atk claw +0 melee (1d3) or by weapon +0 
  melee (1d4, 1d5, or 1d7); AC 9; HD 1d6; hp 4 each; MV 30’; Act 1d20; SP 
  un-dead, half damage from piercing and slashing weapons; SV Fort +0, Ref +0, 
  Will +0; AL C. Roll 1d7 to determine weapons: (1-3) none, (4-5) club, (6) short 
  sword, or (7) spear. Short swords and spears carried by these skeletons are in bad 
  shape, and do -1d damage. See also special random encounters. 
  17
  Insect swarm: Init +5; Atk swarming bite +1 melee (1 plus sting); AC 11; HD 
  4d8; hp 18 each; MV fly 40’; Act special; SP bite all targets within a 20’ x 20’ 
  space, half damage from non-area attacks, sting (Fort DC 5 or additional 1d4 
  damage); SV Fort +0, Ref +10, Will -2; AL N.
  18
  Locust demon: See special random encounters.
  19-20
  Zombie adventurers (1d4): Init -4; Atk bite +3 melee (1d4); AC 9; HD 3d6; 
  hp 11 each; MV 20’; Act 1d20; SP un-dead; SV Fort +4, Ref -4, Will +2; AL C. 
  See also special random encounters.  
  
  9
  N
  Temple of the 
  Locust Lord
  
  10
  1. Entrance to Purple Mountain
  Well-carved stairs lead down into this large entry hall. The walls and floors of this 
  room are made of white stone traced with veins of brown-orange. The air is musty 
  but warm, and light debris litters the floor.
  This large room is the primary entrance to the megadungeon known as 
  Purple Mountain. Many adventurers have tried to descend into the depths 
  of Purple Mountain in an attempt to gain wealth, fame and even immortal-
  ity. As this location is a draw for the foolhardy and adventurous sort, it is not 
  left unguarded. The marble floor stone floor has brown-orange veins of dried 
  blood from the countless adventurers who have lost their lives while explor-
  ing these dungeons. The light debris littering the floor include bits of broken 
  weapons and mottled bits of carapace from the manamites’ vermin compan-
  ions.
  A quartet of manamites guard the entrance to the Purple Mountain. The tribe 
  of manamites that live on the first level of Purple Mountain are followers of 
  the Locust Lord and obey the commands of Isaksed, who leads the worship of 
  the daemonic lord of crawling things. The manamites in this room have a six 
  hour watch cycle, before they are relieved by four others.
  Manamite guards (4): Init +0; Atk sickle +2 melee (1d5-1); AC 11; 
  HD 1d6-1; hp 1, 2, 2, 2; MV 20’; SP infravision 60’, control inverte-
  brates; SV Fort -1, Ref +2, Will +1; AL C
  When they become aware of intruders, three of the manamites will engage 
  characters and try to provide cover for the fourth manamite, who tries to 
  retrieve some of the vermin from Area 4 to assist. The manamite guards are 
  fanatics, fighting to the death. In addition to their gear, each manamite car-
  ries 1d14 sp. 
  2. The Gauntlet
  At the far end of the room sits a black chest on a low platform. The walls and floor 
  of this room are covered with dark images of swarming beetles, scorpions, locusts 
  and worms. Balls of purple foxfire hovering along the north and south walls pro-
  vide soft illumination, but do little to dispel the shadows from this otherwise dark 
  room.
  This room is a trap set for adventurers and treasure seekers by the tribe of 
  manamites who inhabit this level of the Purple Mountain. The walls and floor 
  
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  have been painted to conceal the massive amounts of blood spilled within this 
  room. The choice of subjects reflects the cult’s devotion to the Locust Lord 
  and his minions. At the far end of the room there is a secret door (DC 10 to 
  spot) that leads into Area 3.
  This room has three nearly identical swinging axe blade traps. Two axes on 
  the ends of the room swing from north and south and the middle axe swings 
  from the northwest to the southeast. These traps are not completely identical 
  because the manamites have intentionally done a poor job of disguising the 
  trap in the middle (Find Traps DC 5). They have done this to lull adventur-
  ers into a false sense of security for having found “the” trap when they really 
  should be looking for three traps (the other two are DC 10 to find; all are 
  DC 10 to Disarm). Each of these traps can attack multiple targets within a 
  10’ line (+4 melee attack; 1d10+3 damage).
  The chest at the far end of the room is locked (DC 10) but not trapped itself. 
  Within the chest are 13 gp and a gnarled wand of black wood, carved with 
  images of arachnids over its entire surface. This wand can summon a swarm 
  of spiders at a range of 30’ once per day; the ravenous swarm attacks the 
  closest creature(s) until dispersed, taking only 1d3 rounds after a foe is slain 
  to suck it dry before moving on to the next target. The user is not immune 
  to these attacks. When the wand is used a seventh time, the wand itself turns 
  into swarm of spiders that targets the user immediately. There is a note writ-
  ten in Undercommon in the chest with the command word for the wand 
  written on it (Arachnos) – wizards and elves can use the command word 
  without a spell check; all others must succeed on a DC 7 check.
  Spider swarm: Init +5; Atk swarming bite +1 melee (1 plus poison); 
  AC 11; HD 4d8; hp 18 each; MV 20’; Act special; SP bite all targets 
  within a 20’ x 20’ space, half damage from non-area attacks, poison 
  (Fort DC 7 or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; 
  AL C.
  The manamites that guard the spy hall (Area 3) generally sleep on the job. 
  However if two of the swinging axe traps trigger they will be roused from 
  their slumber. If the PCs do not discover the secret door, the manamites wait 
  patiently for several minutes to allow the intruders to vacate the room, and 
  then move through the secret door to reset the traps. See Area 3.
  Playtest Notes: Mark’s players came into this room three times, and each time 
  
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  Spider Swarm Art
  by Matt Morrow
  
  13
  their characters set off a different trap. On the second exploration of the room, 
  the chest held a slip of paper with a written IOU in Undercommon promising 
  vast wealth and a cookie. On the third run through, Mark filled the chest with a 
  spider swarm.
  3. The Spy Hall
  This hallway looks to be newer construction than the surrounding rooms of the 
  dungeon.
  When Iraksed installed himself as lord of this level of Purple Mountain he 
  had the manamites add this hallway to provide for additional security. It has a 
  secret doors leading into the Gauntlet (Area 2) and Iraksed’s private chambers 
  (Area 13), a peephole to allow them to view the pool room (Area 9) and exits 
  to the throach’s lair (Area 11).
  There are always two manamites on guard duty here and they are supposed to 
  be swapped out on rotation every six hours. However, most of the manamites 
  find this duty boring and avoid it, leaving the on-duty manamites there too 
  long…or even causing them to abandon their posts (30% chance there are 
  no guards on duty here at all). Most of the time, any manamites on duty in 
  this room will be sleeping or goofing off, but opening one of the secret doors 
  without caution, triggering two traps in Area 2, or the sound of screams com-
  ing from Area 9 will alert them to possible intruders. 
  Lazy manamite guards (2): Init -2; Atk sickle +2 melee (1d5-1); AC 
  11; HD 1d6-1; hp 5, 4; MV 20’; SP infravision 60’, control inverte-
  brates; SV Fort -1, Ref +2, Will -1; AL C
  The manamites in this corridor recognize that being trapped in the hallway 
  will likely get them killed. They do not engage in combat unless they are un-
  able to flee and warn Iraksed. In addition to their gear, the manamites carry  
  1d12 sp and two vials of holy water (taken from dead adventurers) to deal 
  with wandering un-dead.
  Spy wall duty is such a hated task that the PCs could probably use this back 
  hallway to rest and recover. Do not check for random encounters in this hall-
  way. After 6 hours there is a 30% chance that two more lazy manamites will 
  arrive to take up their posts.
  
  14
  4. The Vermin Ranch
  Scraps of bone and flesh litter the floor of this expansive, rectangular chamber. 
  Along the walls are loops of rope on hooks and strange leather saddles. The west 
  wall has a small chalk board with writing on it.
  This area is the primary ranch for the manamite’s invertebrate minions. A 
  number of different species of vermin live here including cave scorpions, flash 
  beetles, giant spiders and the throach. They are never all here at the same 
  time, and although many are territorial their relationship with the manamites 
  prevents the vermin from destroying one another. Hanging on the walls of 
  this room are loops of rope (four sets, 50 ft. silk) and six military saddles 
  made of dwarven skin and designed to work with cave scorpions and giant 
  spiders. The chalk board contains images of the four vermin types and the 
  number of kills attributed to each species (currently, the giant spiders are in 
  the lead). 
  Currently two giant scorpions (one red and one blue) and two flash beetles 
  occupy this room. This time is their rest cycle. The other vermin are currently 
  out on rotation.
  Red giant scorpion: Init +1; Atk claw +2 melee (1d3 plus grab) or 
  sting +2 melee (1d3 plus poison); AC 13; HD 2d8+2; hp 10; MV 
  40’; SP grab (automatic damage each round, opposed Strength check 
  vs. +3 to escape), poison (1 dam, and Fort DC 16 or 1d3 temporary 
  Agility damage); SV Fort +4, Ref +2, Will +1; AL N.
  Blue giant scorpion: Init +1; Atk claw +2 melee (1d3 plus grab) or 
  sting +2 melee (1d3 plus poison); AC 13; HD 2d8+2; hp 14; MV 
  40’; SP grab (automatic damage each round, opposed Strength check 
  vs. +3 to escape), poison (1d3 dam, and Fort DC 14 or 1d3 tempo-
  rary Strength damage); SV Fort +4, Ref +2, Will +1; AL N.
  Flash beetles (2): Init -2; Atk mandibles +1 melee (1d4+1); AC 12; 
  HD 1d8; hp 8, 5; MV 30’ or climb 20’; Act 1d20; SP flash 1/hour 
  (brilliant flash of light affects all within 10’; Fort DC 13 or -1d pen-
  alty to all rolls for 1d3 rounds); SV Fort +1, Ref +0, Will -3; AL N.
  Note that the manamites in Area 1 will unleash these creatures if they are 
  able to. The giant scorpions attack any non-manamite on sight. They spread 
  their attacks across multiple opponents and prevent the flash beetles from ap-
  
  15
  proaching too closely. They fight to the death.
  The scorpions will kill flash beetles if they engage in combat with the same 
  PCs as the scorpions are currently engaged in. The beetles know this, and 
  typically concentrate on opponents that escape the scorpions, although PC 
  attacks might draw the flash beetles in, where the scorpions will divide their 
  attacks among the PCs and the beetles. Flash beetles also fight to the death. 
  These creatures have been instructed by the manamites to stay in the room, 
  but must succeed on a DC 10 Will save to avoid pursuing fleeing PCs.
  If these vermin were released to help the manamites in the entrance to the 
  Purple Mountain (Area 1) then they will not be encountered in this room. 
  Once defeated, the vermin in this room will be replenished with others once 
  six hours have passed…possibly by other types of creatures from the Random 
  Encounters roster.
  The secret door in this room can be discovered with a DC 15 check. It is not 
  trapped or locked.
  5. Supply Room
  This square room is stacked with crates along the east wall, kegs line the south, a 
  large wooden case stretches the length of the north wall and large sacks are piled 
  almost everywhere else.
  This room holds many of the sundry goods that the manamites use to sustain 
  them and their pets. The crates along the east wall are filled with dried meat, 
  fruit and beans, the sacks containing rice or wheat and the kegs contain ale 
  and wine.
  The wooden case along the north wall is a breeding chamber for mealworms 
  to feed their vermin pets (and for occasional snacking). The case is roughly 
  four feet deep with the top two feet of the case filled with swarming meal-
  worms; below this layer is wheat germ, vegetable scraps, and animal bits for 
  the worms to feast on. 
  Mixed within the mass of mealworms is the ring of Syrimas, a silver band that 
  supplies a +1 bonus to AC and saves if worn without armor. The ring also 
  allows the casting of three spells: spider climb (1d24 + Int mod), spider web 
  (1d20 + Int mod), and vermin blight (1d16-2 + Prs mod, with a equal chance 
  of greater corruption or generic misfire on a natural “1”).
  
  16
  Magical detection may reveal the ring’s existence, but a character wishing to 
  claim it will need to fish around for it. Anyone reaching into the mealworm 
  tank must make a DC 10 Fort save or take a -2 penalty to all die rolls due to 
  nausea and sickness for 1d3 x 10 minutes. 
  6. Manamite Secret Trove
  This part of the dungeon is divided into two rooms; one is a rectangular hall and 
  the other a square storage room. The floor and walls of the hall are made of a 
  roughly hewn dull stone. Writing is scrawled on the north wall.
  The second room is still rough in shape but the floor has been marked off 
  into three roughly equal sections with chalk. In one section is a flail and five 
  glass vials, the second has an additional five flasks, and the final section has 
  a table with a child’s toy, a jar and a small wooden stand on which hangs a 
  silver bracelet.
  The scrawled writing on the wall is in Undercommon, and say things like, 
  “Miklow’s hoard, go away or face many beatings” and “Miklow’s curse be on 
  thieves”. Several of the manamites (Miklow, Exlei and Finil; scorpion knights 
  all) have been storing a secret stash of supplies in this room just in case their 
  relationship with Iraksed sours.
  Currently this room holds a small flail (1d5 damage), five vials of strong acid 
  (1d5 damage on the first round, 1d4 damage on the second, and 1d3 on the 
  third round), two flasks of holy water, three flasks of alchemist’s fire (bursts 
  into flames on contact with air; 1d6 damage per round; DC 15 Reflex save 
  required to put out), a rubber child’s toy shaped like an otyugh, a jar of insect 
  repellent and a charm bracelet with a single reddish glass charm shaped like 
  a flame. This can be crushed to summon a tiny fire elemental that will serve 
  the bracelet’s owner for up to 30 minutes before returning to the plane of 
  elemental fire.
  Tiny fire elemental: Init +3; Atk fiery touch +3 melee (1d3) or 
  flaming spark +1 ranged (1d3); AC 14; HD 1d5; hp 3; MV 30’; Act 
  1d20; SP burning touch (Ref DC 10 or catch fire; 1d6/round until 
  save succeeds), vulnerable to cold and water, elemental traits; SV Fort 
  +2; Ref +4; Will +5; AL N.
  Insect Repellent: This concoction is an alchemical/herbal mix of 
  incenses and powders, mixed with a pleasant-smelling lotion. It is 
  
  17
  guaranteed to repel fleas, ticks, and other small nuisance insects. It 
  has little effect against giant vermin or magical swarms, but makes 
  traversing the wild much less problematic for adventurers.
  If the lotion is rubbed onto exposed skin, normal insects will not 
  bother the character for 2d3 hours. Magical insects (such as those 
  summoned by spells) are not bothered by the repellent, but giant 
  insects and their kin suffer a -1d penalty to their initiative against 
  characters protected by the repellant. 
  One jar has enough repellent for 5 applications.
  7. The Garbage Pit
  This octagonal room is dominated by a large pit and four evenly spaced black 
  columns. The columns are segmented like the body of a giant worm or centipede. 
  Broken wood, broken stone and twisted metal lies in piles about the floor. There 
  are four solid doors into this room offset from the points of the compass.
  This room serves as garbage disposal for all of the waste created by the ma-
  namites, their minions, and their prisoners. The center of the room is a well 
  that leads sixty feet down into a refuse pit. Descending into the refuse pit is 
  the only direct way to travel to the second level of Purple Mountain. This 
  requires two DC 15 checks, as the sides of the pit wall are slick in places from 
  the refuse dropped down here. If the first check fails, the character falls 1d3 
  + 30  feet. If the second check fails, the character falls 1d3 x 10 feet. Normal  
  falling damage applies.
  The opening to the pit houses a mechanical device for grinding refuse that 
  might clog the pit’s opening. When an object is placed within the mouth of 
  the pit a countdown begins. After six rounds, if something is still within the 
  mouth of the pit multiple blades spring from the side and churn the offend-
  ing matter into bits whether they be animal refuse or an adventurer’s rope. 
  Perceptive characters may notice a few climbing pitons hammered into the 
  stone with severed ropes hanging off them. 
  This trap is DC 10 to find, but very hard to disable (DC 25). Worse, any 
  character whose disable check is 15+ believes that the trap has been disabled. 
  Each character caught within the upper 10’ of the pit when the trap oper-
  ates, he is subject to two attacks (1 per round for 2 rounds, +6 melee attack 
  for 4d4 damage each). Ropes are automatically severed, but characters using 
  
  18
  chain may make a Luck check for the chain to hold. If multiple characters are 
  on a chain, and even one makes his Luck check, the chain is still in one piece, 
  but the violent shaking along its length causes any who fail to fall.
  There are always two manamites present in this room. It is their job to sort 
  and dispose of the trash down the garbage pit. Material is brought in using 
  a couple of wheelbarrows stored behind the north pillar. The two mana-
  mites sort the material to check for items potentially valuable to their master 
  Iraksed or the Locust Lord. All other material is thrown into the pit. If player 
  character are able to observe the manamites without being detected they may 
  witness the pit’s clearing blades in action as material often gets stuck in the 
  disposal process. These manamites would rather flee and warn the scorpion 
  knights than fight.
  In the hallways surrounding the garbage pit there are always a scorpion 
  knight and his mount doing a counter clockwise patrol. They are used to the 
  sounds of the clearing blades in the garbage pit room, but may be attracted 
  by loud noises or the sounds of prolonged combat.
  Manimite garbage sorters (2): Init -3; Atk dagger -1 melee (1d4-1); 
  AC 9; HD 1d4-1; hp 1 each; MV 20’; SP infravision 60’; SV Fort -3, 
  Ref +0, Will -1; AL C.
  Scorpion knight: Init +1; Atk flail +2 melee (1d6) or shortbow +2 
  ranged (1d6); AC 15; HD 1d8+1; hp 6; MV 10’; SP infravision 60’, 
  control invertebrates; SV Fort +1, Ref +2, Will +3; AL C.
  Giant scorpion mount: Init +1; Atk claw +2 melee (1d3 plus grab) 
  or sting +2 melee (1d3 plus poison); AC 13; HD 3d8+3; hp 12; MV 
  40’; SP grab (automatic damage each round, opposed Strength check 
  vs. +3 to escape), poison (Fort DC 12 or 1d3 dam each round until 
  save is successful); SV Fort +3, Ref +2, Will +2; AL N.
  If searched, each of the garbage sorters has a flask of gelix, a fey intoxicant 
  that is poisonous to most humanoids (ingested, 1d3 temporary Stamina and 
  Agility damage; Fort DC 15 or 1 point of Stamina damage is permanent). 
  Elves may drink gelix without risk; indeed, each flask heals 1d3 hp damage to 
  an elf.
  As a garbage room there is nothing of obvious value, no pieces of jewelry 
  
  19
  Scorpion Knight Art 
  by Matt Morrow
  
  20
  or art objects amid the ruins of countless adventurers. What is present is a 
  multitude of common supplies for every 10 minutes of searching there is a 
  50% chance of locating a weapon (judge’s choice, -1d to damage) and a 30% 
  chance of locating a random piece of equipment from Table 3-4 of the core 
  rulebook (p. 73). As the manamites are constantly bringing more junk into 
  the room the chance for random encounters must be made every 20 minutes 
  and succeeds on a 30% or less.
  8. Guard Room
  The north and south walls of the room are lined with small piles of discarded 
  cloth in rows no more than four feet long. Images of vermin destroying civiliza-
  tion decorate the walls, while at the east end of the room on a raised dais there is a 
  haphazardly piled weapon rack.
  This is the barracks for the manamite forces. They spend their resting periods 
  in this room and it is littered with small valueless personal effects. Although 
  this room is used for manamites that are resting there are always two guarding 
  the hallway north to the prison. Each of these guards carry keys to the north 
  door that is otherwise locked (DC 10) to prevent the escape of prisoners.
  There are four manamites (two resting, two guarding) and a duo of flash bee-
  tles in this room. If combat breaks out the resting manamites take a moment 
  or two to get their bearings and wake up. The guards will command the flash 
  beetles to attack but hold their position unless forced into melee combat.
  Manamite guards (4): Init +0; Atk sickle +2 melee (1d5-1); AC 11; 
  HD 1d6-1; hp 3, 3, 5, 2; MV 20’; SP infravision 60’, control inverte-
  brates; SV Fort -1, Ref +2, Will +1; AL C
  Flash beetles (2): Init -2; Atk mandibles +1 melee (1d4+1); AC 12; 
  HD 1d8; hp 4, 8; MV 30’ or climb 20’; Act 1d20; SP flash 1/hour 
  (brilliant flash of light affects all within 10’; Fort DC 13 or -1d pen-
  alty to all rolls for 1d3 rounds); SV Fort +1, Ref +0, Will -3; AL N.
  A longsword taken from an invader hangs on the weapon rack. Two pints of 
  oil, a leathern sack containing 35 gp and 127 sp, and two scrolls are hidden 
  among the mattresses. 
  Each scroll is in a bone scroll case. The first is a flawed wizard scroll of enlarge, 
  which allows the caster to make his spell check with 1d24, but which always 
  causes a roll for corruption or misfire in addition to any other spell result, 
  
  21
  as though a natural “1” had been rolled. If a natural “1” is rolled, the caster 
  must check for corruption or misfire twice. The caster becomes aware of the 
  flaw halfway through reading the scroll, and may either continue or abandon 
  the attempt. In either event, the words fade as they are read, so that the scroll 
  can only be used once.
  The second is a cleric scroll of second sight, which allows a +2 bonus to the 
  caster. It is sealed with wax, inscribed with a powerful holy sigil, and may be 
  used to grant a +2 bonus to Turn the Unholy checks until the seal is broken. 
  Once read, it fades from existence.
  9. Magical Pools
  Bubbling fountains along the north and south walls fill this room with the sound 
  of running water. Alternating dark and light tiles cover the floor with a checker 
  board pattern. Globes of pale purple foxfire float in the air along the walls.
  This room is one part water supply for the manamites and one part garbage 
  disposal. There are a collection of cups and pails near each of the pools.
  Pool A: The pool to the north has been tainted by chaos magic but still serves 
  as an adequate water supply for the manamites and their vermin as the effects 
  of the chaos magic are temporary and long since used up. The water appears 
  murky to those investigating its appearance but for the most part it is potable. 
  When a character first drinks from the pool roll a d12 and consult the follow-
  ing chart. All effects are temporary and last 24 hours.
  D12
  Effect
  1-3
  No effect. Water is potable.
  4
  Coloration: The character’s skin turns bright orange and sheds light like a candle.
  5-6
  Gills: Gills sprout from the side of character’s neck, allowing him to breathe 
  underwater.
  7
  Acid spit: The character may spit acid as a ranged attack that deals 1d4 damage.
  8
  Poison: The magical water is poisonous (ingested, 1d5 temporary Strength dam-
  age, Fort DC 15 or also take 1d5 damage per round for 1d3 rounds).
  9
  Prickly: The character sprouts sharp spines all over his body. Creatures attack-
  ing him with melee weapons must succeed in a DC 10 Relflex save or take 1d3 
  damage. There is no save if the creature is using a natural weapon, such as a bite or 
  claw. If the character grapples another, he does +1d3 damage.
  
  22
  10
  Enhanced Sight: The character gains a free check to notice secret doors, as does 
  an elf, and can dimly see magical auras within 30’, if the magical object is not 
  concealed. This enhanced sight does not indicate what the magic is, although 
  powerful magic might shine through thin material or even indicate something of 
  its properties, at the judge’s discretion.
  11
  Weakness: The imbiber suffers a -2 penalty on all Fort saves. In addition, the af-
  fected creature has a -1d penalty on the dice chain to all poison saves.
  12
  Peak Performance: The imbiber gains a +1 bonus two three abilities (not includ-
  ing Luck) of its choice.
  Pool B: The pool to the south contains a giant amoeba the manamites feed 
  on a regular basis. As such, it is largely contented to remain in the pool and 
  wait for its next meal. The water in the pool is murky but within it a dark 
  object can be seen (the nucleus of the amoeba). Close observation shows 
  that the dark object is not stationary, but moves slowly within the pool. Any 
  creature touching the surface of the pool is immediately attacked by the giant 
  amoeba. It retreats if reduced to 4 hp.
  Giant amoeba: Init -5; Atk slam +3 melee (1d3+1 plus 1d3 acid plus 
  grapple); AC 6; HD 2d8+6; hp 15; MV 10’ or climb 10’ or swim 10’; 
  Act 1d20; SP grapple (automatic acid damage each round; Strength 
  DC 10 to escape), half damage from slicing and piercing weapons; 
  SV Fort +3; Ref -5; Will -5; AL N.
  10. The Swarming Zone
  Lower Level: This large room is extremely warm. Before a raised dais fire dances 
  upward from a large pit to the north. Pillars carved archaic ruins decorate both 
  the lower and upper levels of this room. The north-east and north-west stairs lead 
  upward to a cultists’ shrine.
  Upper Level: An altar, swarming with crawling and flying vermin dominate 
  this upper level of the shrine. Two large statues of a demon known as the Locust 
  Lord decorate the north wall and the chamber hums with the drones with sound 
  of hundreds of flying insects.
  This room serves as the primary worship site for the manamites and their 
  leader. Sacrifices to the Locust Lord are housed in the prison room to the 
  south east (Area 12), while the divine instrument of his Swarming Lord, the 
  throach, is housed to the southwest (Area 11).
  The Pit: The fire-filled pit leads down 200 ft. to the fourth level of the Purple 
  
  23
  Mountain dungeon. Creatures within 5 ft. of the pit on the lower level, but 
  not on the stairs, take 1d3 points of temporary Stamina damage every two 
  rounds from the heat. Being knocked into the pit is instantly fatal.
  Creatures: The lower level of this room is protected by two manamite cultists 
  and four manamite guards. It is their duty to see that no creature makes it up 
  the stairs to interfere with Iraksed’s work on behalf of the Locust Lord. Upon 
  the upper level is Iraksed, a prisoner strapped to the altar, and a scorpion 
  knight.
  Manamite cultists (2): Init -1; Atk dagger +1 melee (1d4-1) or 
  harmful spell +3 ranged (1d8, DC 12 save for half); AC 10; HD 1d4-
  1; hp 1, 2; MV 20’; SP infravision 60’, control invertebrates, harmful 
  spells 3/day; SV Fort -2, Ref +1, Will +1; AL C.
  Manamite guards (4): Init +0; Atk sickle +2 melee (1d5-1); AC 11; 
  HD 1d6-1; hp 1, 3, 3, 2; MV 20’; SP infravision 60’, control inverte-
  brates; SV Fort -1, Ref +2, Will +1; AL C
  Scorpion knight: Init +1; Atk flail +2 melee (1d6) or shortbow +2 
  ranged (1d6); AC 15; HD 1d8+1; hp 9; MV 10’; SP infravision 60’, 
  control invertebrates; SV Fort +1, Ref +2, Will +3; AL C.
  The scorpion knight (Miklow) is tired of Iraksed’s manipulations. He 
  remains on the top level to “protect” Iraksed while secretly looking 
  for a way to betray him. He forces his scorpion to only make a single 
  attack on any round it is not hit. The scorpion knight will fight to 
  the death while Iraksed lives but if the PCs appear to have the upper 
  hand he will switch sides and attack Iraksed.
  Giant scorpion mount: Init +1; Atk claw +2 melee (1d3 plus grab) 
  or sting +2 melee (1d3 plus poison); AC 13; HD 3d8+3; hp 16; MV 
  40’; SP grab (automatic damage each round, opposed Strength check 
  vs. +3 to escape), poison (Fort DC 12 or 1d3 dam each round until 
  save is successful); SV Fort +3, Ref +2, Will +2; AL N.
  Iraksed: Init +3; Atk slam +2 melee (1d4 plus swarming worms) or 
  spell; AC 16; HD 3d8+3; hp 20; MV 30’; Act 1d20; SP blindsense 
  120’, swarming worms, spells, death throes, immune to mind-affect-
  ing, disease, poison, and sleep; SV Fort +4; Ref +4; Will +6; AL C. 
  
  24
  Spells (+5 to spell check, CL 3): Choking cloud, invoke patron (Locust 
  Lord), magic missile, spider climb, shatter, spider web.
  Changed by his patron into a potentially immortal form, Iraksed is 
  now nothing more than an enormous mass of writhing worms which 
  remains in semi-humanoid form within a hooded robe. Although 
  blind, he can sense all things within 120’, including invisible creatures 
  and those attempting to move by stealth. When he makes a successful 
  melee attack, worms from his body swarm all over his target, doing an 
  additional 1d3 damage each round for 1d3 rounds or until the target 
  spends an Action Die to get free of them. Finally, when reduced to 
  0 hp, Iraksed collapses into a mass of thousands of worms, which 
  disperse in all directions. If even one escapes, the transformed wizard 
  may return to plague the PCs – or the Purple Mountain – at a future 
  date.
  As soon as the PCs enter the room a countdown begins for the prisoner on 
  the altar. Iraksed has been watching over the prisoner and helping nurture 
  the throach offspring that grows within the breast of the host. Twelve rounds 
  after the player characters first enter this room, five immature throach will 
  burst from the chest of the prisoner. If any of the cultists witness this event 
  their spirits are buoyed and they gain a +1 bonus to attack rolls, damage, and 
  saves. A cleric who successfully lays hands on the prisoner can destroy 1d7 of 
  the parasites with every die of healing used for this purpose.
  The prisoners in Area 12 call out for help when they see the player char-
  acters. The manamite cultists could open the door to Area 11 if they feel 
  outmatched and want assistance from the throach, but only if the scorpion 
  knight has been killed.
  11. Instrument of the Locust Lord 
  Multiple corpses litter the western floor of this room. Their limbs crushed and torn 
  and their torsos punched. Broken weapons and armor are strewn around room.
  The manamites have recently acquired a throach to add to their vermin 
  horde. They have taken this as a blessing from their fell patron and call it the 
  Instrument of the Locust Lord. The corpses of adventurers and prisoners are 
  dragged into this room to feed the throach. This creature is housed sepa-
  rately from the other vermin as it is extremely territorial and will attack other 
  vermin on site. If the player characters discover this they could use it to their 
  
  25
  advantage, at least temporarily.
  Throach: Init -1; Atk bite +3 melee (1d7) or sting +5 melee (1d5 plus 
  paralysis); AC 15; HD 3d8+9; hp 22; MV 50’; Act 2d20; SP paraly-
  sis (Fort DC 14 or be paralyzed for 1d4 rounds), implant (helpless 
  victim only, 2d4 eggs); SV Fort +6; Ref +0; Will +2; AL N.
  During combat, the throach concentrates all of its attacks on one 
  opponent, killing it before moving on. If it manages to knock out an 
  opponent without killing it, it will take a round to implant the host 
  with its young. It fights to the death. Typically, a throach will sting 
  a victim, and when the paralyzed victim lies helpless it will implant 
  several eggs inside the abdominal cavity. These eggs hatch in 24 hours 
  and begin feeding on the host, killing it in the process. This provides 
  enough nutrition and energy for the young throaches to scurry for 
  cover and establish a territory.
  The throach requires a full round to implant eggs. As soon as the eggs 
  hatch, each larva causes 1 point of temporary Stamina damage per 
  day until the host is dead. All eggs may be removed with a successful 
  Lay Hands check worth 3 HD or more. Once hatched, 1d7 larvae 
  are destroyed per HD of a successful Lay Hands check used for that 
  purpose.
  The throach has the body and head of a roach, and six roach-like legs, 
  but from the end of the thorax protrudes a scorpion-like tail com-
  plete with stinger. The stinger is straighter and more spear-like than 
  the slightly curved stinger of a scorpion. The throach’s chitinous shell 
  is iridescent dark blue (indigo or navy), almost black, but shades of 
  purple can be seen in the right light. 
  These creatures thrive in moisture-rich environments, such as 
  swamps, marshes and wet forests. They may also be found in the 
  sewer systems of many large cities and occasionally inhabit ruins in 
  damp, rainy regions. Where one throach is found, others are usually 
  located, so even a solitary encounter with one is often indicative of a 
  brood nearby. Throaches prefer to live in dark or shadowy areas, and 
  will scurry from bright light.
  Most of the items in this room are broken, if not destroyed. With ten min-
  
  26
  Throach Art by Matt Morrow
  
  27
  utes of searching each PC should be able to find one serviceable weapon, a 
  suit of light or medium armor, or a piece of adventuring gear as determined 
  by the judge.
  12. Prison
  This room is bare of all furnishings.
  This is the prison room of the locust cult. There are currently four prisoners 
  in this room, who were either captured when they attempted an assault on 
  Purple Mountain or as they were travelling through the region. All have been 
  implanted by the throach and will die within a couple of days if left un-
  treated. They are also bound with ropes and gagged to prevent spell casting. 
  They are all in poor condition, but if rescued and healed they could be used 
  as replacement characters. They are:
  Tith-Tor (female level 1 cleric of Amun Tor): Init +0; Atk by 
  weapon +0 melee; AC 10; HD 1d8+3; hp 11; MV 30’; Act 1d20; SP 
  cleric abilities, spells; SV Fort +1; Ref +0; Will +1; AL N. Spells (+1 
  to spell check): Darkness, detect magic, holy sanctuary, second sight. Oc-
  cupation: Fortune-Teller; Birth Augur: Four-leafed clover; Languages: 
  Common, Neutral. Str 13, Agl 12, Sta 9 (currently 5), Prs 12, Int 13, 
  Luck 9.
  Armin Carl (male level 1 warrior): Init +2; Atk by weapon +1d3 
  melee; AC 11; HD 1d12+1; hp 7; MV 30’; Act 1d20; SP 1d3 Deed 
  Die, unlucky weapon (-1 to attack rolls with blowgun); SV Fort +2; 
  Ref +2; Will +0; AL L. Occupation: Hunter; Birth Augur: Charmed 
  house (-1 to AC); Languages: Common, Hobgoblin. Stre 12, Agl 13, 
  Sta 14 (currently 6), Prs 10, Int 13, Luck 7.
  Querig (male level 1 wizard): Init +0; Atk by weapon +0 melee; AC 
  10; HD 1d4+4; hp 8; MV 30’; Act 1d20; SP spells; SV Fort +1; Ref 
  +1; Will -1; AL C. Spells (+3 to spell check): Cantrip, force manipula-
  tion, magic shield, read magic, sleep, spider climb. Occupation: Jeweler; 
  Birth Augur: The broken star; Languages: Common, Chaotic, Ogre, 
  Naga, Serpent Man. Str 11, Agl 12, Sta 14 (currently 7); Prs 4; Int 
  17; Luck 10.
  Beatiz Vace (female level 1 thief): Init +1; Atk by weapon +0 melee; 
  AC 11; HD 1d6+1; hp 2; MV 30’; Act 1d20; SP thief skills, d3 Luck 
  
  28
  Die; SV Fort +1; Ref +2; Will +1; AL N. Thief skills: Backstab +0, 
  Sneak Silently +4, Hide In Shadows +2, Pick Pocket +4, Climb Sheer 
  Surfaces +4, Pick Lock +2, Find Trap +1, Disable Trap +2, Forge 
  Document +4, Disguise Self +1, Read Languages +0, Handle Poison 
  +0, Cast Spell From Scroll (d12). Occupation: Minstrel; Birth Augur: 
  Hawkeye; Languages: Common, Thieves’ Cant. Str 12, Agl  14, Sta 9, 
  Prs 13, Int 10, Luck 11.
  13. Private Chamber of Iraksed
  This rectangular room contains many pieces of furniture common to an estate’s 
  bedchambers. There is a wardrobe in the alcove to the north, and a writing desk 
  to the south. Paintings of horrible violations and decay of humanoid forms deco-
  rate the east walls. A large wooden framed soil trough sits in the west end of the 
  room.
  This room is the private resting place of Iraksed and a place to which the 
  manamites are forbidden access. Although Iraksed has devoted his life to 
  the worship of the Locust Lord and embraced his new, potentially immortal 
  identity, he has yet to divest himself of his formal mortal possessions. Some of 
  these personal effects include a wardrobe of fine clothing (worth 35 gp) in the 
  north alcove, his personal copy of the Dhol Chants translated to the Celestial 
  tongue (a profoundly profane version for obvious reasons), and a gold locket 
  (worth 12 gp) containing a portrait of himself in his former human form 
  hanging from the bed frame.
  14. Treasure Room
  The rectangular room serves as the treasure room of the locust cult.
  This is the treasure trove the locust cult. It contains:
  • 
  Sacks and bags containing a total of 4d100 x 10 cp, 5d30 x 10 sp, and 
  6d24 gp. 
  • 
  3d24 random weapons. (1d6 of each type until the total is attained, roll 
  1d14: 1 battleaxe, 2 club, 3-5 dagger, 4 flail, 6 handaxe, 7-8 longsword, 9 
  mace, 10-13 short sword, 14 warhammer).
  • 
  Armor equal to 1d7-1 suits of leather, 1d3-1 suits of studded leather, and 
  1d5-1 suits of chainmail. There are also 3d4 shields.
  • 
  2d7 random pieces of equipment from Table 3-4 on page 73 of the core 
  rulebook.
  
  29
  Appendix: Locust Lord
  The Locust Lord is a Chaotic demon lord of chasms, infestations, and locusts. 
  Those who worship this foul Demon God meditate while allowing insects or 
  worms of any type to crawl upon their bodies. If no such vermin are avail-
  able, they instead lie facedown in a trench dug into soil and mouth prayers to 
  the Locust Lord into the dirt while scratching themselves with sharp bits of 
  bone or wood. 
  (Un)holy Symbol: serrated locust wings.
  Temples: caverns, rifts, and ruined churches.
  Worshipers: denizens of the wastes, doomsayers, manamites, and intelligent 
  invertebrates.
  Minions: giant insects and arachnids, worms, swarms, and locust demons.
  When doom came to the northlands, it was the minions of the Locusts Lord 
  that foretold of its coming. When the city of Yairus disappeared from the 
  surface of the world, the Locust Lord was credited with its destruction. For as 
  long as history has had tales of destruction and infestation, the Locust Lord 
  has been mentioned in hushed tones. 
  The cult of the Lord Locust operates in secret in ruined churches or cavern-
  ous lairs. Invariably the location of worship always includes access to the 
  bare ground so that the leader of the cult can perform his demonstration of 
  obedience to the Locust Lord. It is the destiny of the world that the “civili-
  zation” that infests it must be eradicated. This eradication is accomplished 
  both through apocalyptic events, like the consumption of Yairus by colossal 
  worms, and by smaller infestations of vermin that destroy crops and spoil 
  stores of food and livestock. 
  The Locust Lord and his locust demon minions reside within the Palace of 
  Rot, deep within the lower bowels of Hell. The palace was constructed from 
  the remnants of Yairus as it was hauled into the Abyss. Its walls are made of 
  the preserved bodies of the citizens of that city, they stand in eternal torment 
  screaming which thousands of vermin burrow through their flesh. Described 
  in historical records as the gleaming city, Yairus’s arrogance in their progress 
  and cleanliness infuriated the Locust Lord and brought about their eternal 
  damnation.
  
  30
  Invoke 
  Patron
  Check Results (the Locust Lord)
  12-13
  The caster hears the voice of the Locust Lord exhorting him through the 
  susurration of thousands of wings, as though from a swarm of locusts. The 
  caster may recall one lost spell, or gain a +4 bonus on his next die roll, but 
  not both.
  14-17
  Chitinous plates grow out of the caster’s skin in a painful moment. These 
  increase his AC by +4 for the next 1d6 + CL rounds. Thereafter, the chitin 
  drops off, reducing the bonus by 1 each round until the caster’s AC is restored 
  to normal.
  18-19
  The Locust Lord grants the caster the inherent strength and vitality of the 
  insect world. The caster gains a +2 bonus to attack and damage rolls, as well 
  as Strength checks, for 1d6 + CL rounds. The caster gains 1d4 bonus hit 
  points per CL, which can heal damage already taken. Excess hit points are not 
  lost, but cannot be recovered once used. Damage is taken from any excess hit 
  points first. Finally, the caster gains a +4 bonus to Fortitude saves so long as 
  he retains even one bonus hit point gained in this way.
  20-23
  Vermin are immediately transported to the caster’s location, and aid him for 
  1d10 + CL rounds. Roll 1d7 to determine what is sent: (1) 1d5 giant ant sol-
  diers (core rulebook, p. 394), (2) 1d2 giant spitting beetles (core rulebook, p. 
  297), (3) 3d4 cave crickets (core rulebook, p. 398), (4) 1d2 giant centipedes 
  (core rulebook, pp. 398-9), (5) 1d3 colossal leeches (core rulebook, p. 420), 
  (6) 1d3 flash beetles, or (7) 1d7 giant cockroaches.
  24-27
  Insect powers! The Locust Lord grants the caster the ability to use any one of 
  the following abilities, either chosen by the judge based on circumstance or 
  by random roll: (1d5): (1) Climb speed of 30’ with the ability to climb on 
  ceilings as well as walls, (2) abrupt appearance of locust wings that allow flight 
  with a speed of 30’, (3) develop a dense carapace that increases natural AC 
  to 20, (4) melee attacks become venomous (Fort DC 12 or suffer permanent 
  paralysis) or (5) caster gains the ability to spit out an insect swarm as a breath 
  weapon (causes caster’s current hp in damage, Fort DC 15 for half, uses an 
  Action Die; the insect swarm disperses after the attack). Each of these abilities 
  is retained for 1d6 rounds per Caster Level. 
  28-29
  A swarm of locusts surrounds the character, out to a range of 20’. Every en-
  emy within this range takes 1d3 damage per round, and suffers a -1d penalty 
  on the dice chain to all rolls. The caster and his allies are not affected. The 
  swarm lasts for a single turn before disappearing as suddenly as it arrived.
  30-31
  Insects well up from the ground, seep from the walls, and fly through the air 
  to surround the caster completely. They form an effectively impervious shell 
  for 1d3 rounds before falling away, revealing that the caster has disappeared. 
  The Locust Lord has moved him no more than 100 miles away, where a simi-
  lar shell forms and disappears to reveal him. If the caster succeeds in a DC 15 
  Personality check he has some control over where the Locust Lord sends him. 
  No mortal power can harm him while protected by the insect shells. 
  
  31
  32+
  The caster and his allies within 50’ become champions of the Locust Lord. 
  For 10 minutes per Caster Level, the affected beings gain a coating of sharp, 
  spiky carapace that allows them to gain the following benefits: AC 22, Climb 
  speed 30’, +4 to hit, and +1d5 damage with any successful attack. In ad-
  dition, all damage, diseases, and wounds (of any sort) are healed when the 
  creatures become champions, and any lost wizard spells are restored. This 
  comes at a price, though – when the carapaces fall away, each champion must 
  succeed in a DC 20 Fort save or permanently lose 1 point of Stamina.
  Conversion Notes
  This project allowed me to combine two great joys: converting material to 
  Dungeon Crawl Classics and working for Mark Gedak of Purple Duck Games. 
  Those who have been following the Ducks, or DCC, may recognize the map 
  from Through the Cotillion of Hours, where it was reused from the original ver-
  sion of Purple Mountain. At first, I had urged Mark to have the map redrawn 
  to avoid this familiarity, but since the Cotillion takes place in a dreamscape, 
  and it is entirely fitting that dreams and real places within a campaign milieu 
  reflect each other.
  This adventure was first written for Pathfinder, which has a far more blasé 
  attitude towards the appearance of magic items than Dungeon Crawl Classics 
  does. As a result, one cool new magic item from the adventure did not make 
  it into the converted text. I offer it to you, below, as it might appear in DCC:
  Wayfinder: This appears as a compact compass typically made from silver 
  and bearing gold accents. As well as acting as a mundane, magnetic compass, 
  the owner may use a point of permanent spellburn damage to make it point 
  unwaveringly to any person, creature, or item within 100 miles, and continue 
  to do so for up to 1 month, or until commanded to stop. With a command 
  word, wayfinder can shine like candlelight for up to 3 hours per week. Finally, 
  wayfinder includes a small indentation that can hold a single ioun stone. An 
  ioun stone slotted in this manner grants the same benefits as if it were orbit-
  ing wayfinder’s owner’s head; some ioun stones can grant additional powers 
  once they are fitted into wayfinder, at the judge’s discretion.
  
  32
  Writing for the Ducks
  If you are an aspiring roleplaying game writer and you are interested in writ-
  ing for Purple Duck Games, please drop me an email at purpleduckgames@
  gmail.com. We are always looking for more writers to help expand our cata-
  logue of DCC products.
  Supporting the Ducks
  We are currently running three different patreon projects to help fund the 
  continued operation of our company.
  https://www.patreon.com/pdcart is a patreon designed to help pa-
  treons get access to our art for commercial or non-commercial use at 
  prices lower than our normal stock art prices.
  https://www.patreon.com/DCC_PDG is a patreon designed to sup-
  port the development and release of DCC products. This is the third 
  project that has been supported by this patreon. 
  https://www.patreon.com/PDG is a patreon designed to support the 
  development of Porphyra content using the Pathfinder Reference 
  Document as a rule-set.
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  LEVEL ONE – TEMPLE OF THE LOCUST LORD - p. 28
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  33
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, 
  and Russ Taylor.
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  Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal 
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
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  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene. Amphisbaena from the Tome of Horrors, Revised © 2002, Necroman-
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  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@ goodman-games.com
  Purple Mountain 1: Temple of the Locust Lord © 2017, Purple Duck Games; Author Mark Gedak; DCC Conversion by Daniel J. Bishop.
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
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