TEXT: 1
  Danger in the Deep!
  by Daniel J. Bishop
  For 2nd Level
  
  2
  Player Map
  by Daniel J. Bishop
  
  3
  Danger in the Deep!
  By Daniel J. Bishop
  Playtesters: Steve Giovanetti, Dan Klink, Tony Oughterson, Kim Heath, 
  Gavin Heath, Christopher Hardy, Don Vancleef, and Francis Giovanetti.
  Art: Brett Neufeld; Cartography: Daniel J. Bishop; Layout: Mark Gedak
  Edits: Perry Fehr, Daniel J. Bishop, Mark Gedak
  Introduction
  Danger in the Deep! is an adventure module for the Dungeon Crawl Clas-
  sics Role-playing Game intended for a party of 4-8 Player Characters aver-
  aging 2nd level each. This product offers part of a cave system to explore, 
  which can be linked with other adventures of the judge’s devising. Many 
  of the creatures herein are designed to facilitate role-playing opportunities. 
  If the PCs choose to talk before they draw swords, things will go easier for 
  them.
  Adventure Hooks
  There are several reasons that PCs might be tempted to explore the cavern 
  complex:
  • 
  They may be seeking to gain either Cold Stone or Running Water….
  or both.
  • 
  Stories of a vast hoard by an underground lake, guarded by an enor-
  mous beast, might tempt the greedy.
  • 
  A local prince (or PC family member) has fallen ill, and his doctors say 
  that only the “blue flower of the deep” can save him.
  • 
  An enemy of the PCs gains enormous vitality from potions brought 
  back from the caves – can the PCs cut off the source?
  • 
  The caverns lead down to another place the PCs want to get to, possibly 
  a “back door” into another adventure location they wish to explore.
  
  4
  Random Encounters
  There is a 1 in 6 chance of a random encounter every 30 minutes (3 turns) of 
  game time, and every 1 hour of real time. If a random encounter is indicated, 
  roll 1d5 and consult the following table. The judge is reminded that not every 
  encounter needs to be with a living creature; some may be with dead crea-
  tures, the tracks of living creatures, or other signs of their passage. 
  1d5
  Encounter
  1
  Ambulating fungus: Init -2; Atk touch +0 melee (1d3 from cold); 
  AC 7; HD 3d8; MV 20’; Act 1d16; SP fungus, immune to mind-
  affecting, cold aura, healed by heat- or fire-based attacks, double 
  damage from cold-based attacks; SV Fort +6, Ref -2, Will +0; AL N.
  This 4’ high pale yellow fungus “strolls” about with jerky movements 
  on six thin multi-jointed stalks. It consumes heat from creatures and 
  warm objects; anything generating heat within 10’ of the fungus 
  must succeed in a DC 10 Fort save or take 1d3 damage from the 
  cold. 
  2
  Gelatinous slime mold: Init -4; Atk drop +5 melee (1d3 points of 
  temporary Stamina damage; Fort DC 10 for half); AC 7; HD 1d8; 
  MV 10’ or climb 10’; Act 1d20; SP surprise 1 in 5, attach, ongo-
  ing damage, attacks against it damage host, vulnerability to clerical 
  magic, immune to mind-affecting and cold; SV Fort +5, Ref -4, Will 
  +0; AL N.
  This is a mobile orange-red slime mold, about 2’ in diameter. It is an 
  ambush predator, moving along ceilings and dropping down onto 
  potential prey. Once it lands on a creature, it cannot be removed 
  until slain, and does automatic damage each hour. Attacks that harm 
  the slime mold also cause half-damage to its host, including spells, 
  although 3 HD of clerical healing will make it dormant for 1d5 days 
  (it remains attached, but does no further damage) and a neutralize 
  poison or disease spell with a result of 16+ will cause it to dry out and 
  flake away, killing the mold. 
  3
  Giant centipede: Init +3; Atk bite +6 melee (1d6 plus poison); AC 
  14; HD 3d6; MV 60’; Act 1d20; SP detect thoughts 500’, poison; 
  SV Fort -1, Ref +2, Will -1; AL C.
  As per the core rulebook, pages 398-399. Poison is Fort DC 12 or 
  suffer 1d12 damage.
  
  5
  4
  Land bats (1d3): Init +4; Atk bite +0 melee (1d2-1, minimum 0); 
  AC 15; HD 1 hp; MV 20’ or climb 10’; Act 1d14; SV Fort -2, Ref 
  +6, Will -2; AL N.
  Land bats are small bats whose wings have atrophied into tiny legs. 
  They are not typically dangerous to the PCs individually, but if a 
  third land bat encounter is rolled, it is instead a swarm (use the 
  statistics from Area 2 in this adventure). Individual land bats may 
  attack the fallen, get into food bags, etc.
  5
  Large slug: Init +0; Atk none; AC 6; HD 2 hp; MV 5’ or climb 5’; 
  Act none; SV Fort +0, Ref -8, Will -5; AL N.
  This is a 1d3’ long phosphorescent blue slug that gives off a glow 
  equivalent to candlelight. It eats microorganisms that grow in 
  the cracks of the rock, and which are carried by water as it passes 
  through the minerals. Roasted slowly over a fire it tastes surprisingly 
  good…almost like rubbery-textured almond-stuffed trout.
  Encounter Areas
  1. Entrance: The mouth of the cavern is 45’ wide at its farthest point, rising to a 
  height of 100’ or more like a great inverted V.  Beyond the entrance, the cleft can 
  be seen descending at a sharp angle and to the right. Where the sunlight reaches 
  inside the cave mouth, thick mosses grow…but the central path is worn clear, as 
  though it has seen heavy usage.
  Bats roost in the high spaces of the cave entrance.  There are thousands of 
  them, and they leave the cave at dusk, and return at dawn, in great swirl-
  ing clouds – falcons which prey on the bats circle in the sky before nightfall. 
  There is a great deal of guano and mud in the passage.  The tunnel height 
  drops drastically, until it is only 20’ high where it enters Area 2.
  There is enough brushwood, stunted but strong, near the entrance to tie a 
  rope. Otherwise, the mud and guano in the entrance tunnel  make traversing 
  this way difficult for those who go on two feet – Agility checks must be made 
  to go down (DC 5) or up (DC 10) without slipping, per 20’ travelled. Failure 
  means the character slips and slides 1d3-1 x 10’ down the slope toward (or 
  into) Area 2. Armor check penalties apply.  Thieves may add their bonus to 
  climb sheer surfaces, and any character may crawl to gain a +1d bonus on the 
  dice chain to this check.
  
  6
  Crawling or sliding through mud and guano is unpleasant. It smells abomi-
  nably, announcing the character’s presence to anything with a nose until he 
  has had a chance to clean himself properly. Worse, the guano crawls with 
  vermin – roaches, white crickets, and the foot-long centipedes which feed on 
  them. Each time a character ends up in close contact with the muck, he must 
  succeed in a Luck check or take 1d3 points of temporary Agility damage due 
  to vermin in his clothing and/or armor. This damage is restored immediately 
  upon stripping and removing the vermin.  Finally, if the first Luck check is 
  failed, a second Luck check must succeed of the character is bitten by a cen-
  tipede (Fort DC 14 or suffer 1d3 points of temporary Strength damage, and 
  the area of the bite is red and swollen).
  This tunnel descends 120’ into the ground.
  2. Fungal Cavern: Note that characters may well slide into this area after 
  slipping down the entrance tunnel. Those who do automatically trigger 
  fungal spores, as described below. This should be resolved before the cavern 
  description is read.
  The tunnel comes abruptly into a large cavern, where bioluminescent fungi shine 
  in the chilly darkness with cold blue and pale orange lights. Narrow paths, wheth-
  er from some small animals or as a result of the pattern of the growths themselves, 
  thread their way through this cavern. The ceiling is some 40 to 60 feet above the 
  uneven floor, judging by the spots of pale light shining aloft like distant stars.
  Characters who move through the cavern heedlessly, or who slide into the 
  cave from Area 1 automatically trigger fungal spores in a 20’ diameter cloud.  
  Otherwise, a DC 10 Agility check allows characters to move through the 
  cavern without triggering spores (halflings use 1d24). In combat, a random 
  character must make a Luck check each round, or trigger a spore cloud.
  This cavern is home to land bats, whose wings have atrophied into spindly 
  legs. Normally they consume insects and similar vermin, which feed off the 
  guano in Area 1, but their teeth are sharp, and they are capable of draining 
  blood. The land bats attack as a swarm; reducing them to 0 hp doesn’t slay 
  them all, but does disperse the swarm, ending the attack. Creatures in this 
  cavern can be attacked again by a swarm with half hit points, although the 
  swarm will then only attack wounded creatures, and even then only if they 
  are small or alone.
  
  7
  Land bat swarm: Init +2; Atk swarming bite +3 melee (1d4 plus 
  disease and vampire drain); AC 10; HD 4d8; hp 17; MV 20’ or climb 
  10’; Act special; SP bite all targets within 20’ x 20’ space, half dam-
  age from non-area attacks, vampire bite (any target wounded by the 
  swarm takes an additional 1 damage per round until entire swarm is 
  killed), disease (see below), immune to effects of fungal spore clouds; 
  SV Fort +2, Ref +4, Will -2; AL N.
  These bats carry withermight, a deadly wasting disease that is diffi-
  cult to contract but potentially deadly.  At the end of a combat, each 
  creature damaged by the bats must succeed in a Fort save (DC equal 
  to damage taken). Those who fail this save suffer 1 point of temporary 
  Strength damage after an incubation period of 1d3 days. Thereafter, 
  each day the character suffers an additional 1d3 points of temporary 
  Strength damage unless they succeed on a DC 15 Fort save. This dis-
  ease does not heal naturally. Either magical healing is required, such 
  as from a cleric, or the diseased individual must consume one of the 
  blue flowers of the deep (see Areas 18 and 19), which can be picked 
  no more than 3 days prior to consumption.  These flowers allow a 
  single DC 10 Fort save, per flower, to end the disease (which does not 
  cure the damage done).
  If a spore cloud is triggered, roll 1d7 and consult the following table:
  1d7 Spore color Effect
  1
  Black
  This thick cloud obscures visibility, causing characters (but 
  not the land bats) to suffer a -2 penalty to attack rolls for 
  1d5 rounds.
  2
  Pale yellow
  These spores explode from the fungus, embedding them-
  selves in the skin of those who fail a Luck check. For 1d3 
  rounds, they cannot distinguish friend from foe – the judge 
  should describe attacking humanoids or demons, and if the 
  PC attacks them, a random ally is the target.
  3
  Rich yellow
  Anyone who breathes these spores takes a -1d penalty on 
  the dice chain until they can consume at least half a water 
  skin of water, as the spores dehydrate the characters, leaving 
  them parched and disoriented. Quick-thinking characters 
  (i.e., those who immediately announce that they hold their 
  breath) can avoid breathing with a DC 10 Reflex save.
  
  8
  4
  Orange
  Those who breathe these spores recover 1 HD worth of hit 
  points as the alien fungus grows to replace damaged tissue. 
  However, each time a character is so healed, their Personal-
  ity is permanently reduced by 1. This is a consequence both 
  of the spores growing within the character’s brain and the 
  appearance of strange growths on his body. Anything that 
  removes the Personality damage also does 1 HD of perma-
  nent damage to the character, on a 1 point per 1 HD basis. 
  Quick-thinking characters can avoid breathing with a DC 
  10 Reflex save.
  5
  Light blue
  These spores embed themselves onto the skin and gear of 
  anyone in their cloud. After 1d3 rounds, they begin to glow 
  with a soft light equal to candlelight, and continue to do 
  so for 1d5 hours. Metallic items (including weapons drawn 
  in the spore cloud) are partially consumed – for every hour 
  they glow, armor loses 1 point of AC protection, and dam-
  age done by weapons is reduced by -1d on the dice chain. 
  Metallic creatures take 1d3 damage per hour. The judge 
  must determine the effects on other gear. There is no save.
  6
  Dark blue
  Fort DC 10 to avoid a sneezing fit that causes the character 
  to lose his next action. Quick-thinking characters can avoid 
  breathing with a DC 10 Reflex save. 
  7
  White
  These deadly spores force those breathing them to make a 
  DC 20 Fort save or suffer 1d3 points of temporary Stamina 
  damage for 1d5 rounds. Quick-thinking characters can 
  avoid breathing with a DC 15 Reflex save.
  Characters may intentionally cause the fungi to spore, in hopes of gaining 
  a specific spore type. Allow a DC 10 Intelligence check to gain the desired 
  spores. Note that the land bats are immune to all of these effects.
  3.Under the River: The passage begins to slope downward, and you can hear a 
  muffled rushing sound overhead- moisture seems to seep from many cracks in the 
  stone.
  The passage here goes under the underground river. Characters can hear the 
  rushing waters above as they pass under, and water drips through tiny cracks 
  in the ceiling (20’ above) to create a fine mist, which can be felt 30’ away 
  from where the river passes over the tunnel. The mist is not enough to put 
  out torches, but it is enough to make footing treacherous. Running characters 
  require a DC 10 Reflex save to avoid falling, and falling characters require a 
  
  9
  Luck check to avoid taking 1d3 damage as they hit the stone.
  4. Natural Steps: A terrace of natural steps leads downward here, and you can 
  easily hear the roar of moving water below you. The ceiling begins to grow lower 
  overhead, and is dotted here and there with small spider-webs. 
  The ceiling height starts at 20’, but lowers to 10’ by the time Area 5 is 
  reached. There are many small webs down this way; they are the creations of 
  light blue spiders with darker mottled patches, the spawn of the Spinwoman 
  at Area 6. They seem to regard the PCs with unwonted intelligence, and can 
  speak the language of spiders. The PCs are much too large to consider prey 
  (for now), so they only wish to satisfy their curiosity and ensure their own 
  safety. AC 12; 1 hp each.
  5. Running Water:  The path ahead is cut by a channel of darkly running water, 
  10 to 15 feet across. It flows from the northeast to the southwest, without about a 
  foot of clearance over the water where it cuts into or out of the rock. You can hear 
  the roaring of a great cataract echoing through the river tunnel – it seems louder 
  to the southwest.
  This water is fast and deep (6’). Jumping across requires a DC 15 Strength 
  check, and armor check penalties apply. A running jump is possible, reducing 
  the check to DC 10, but even success requires a DC 10 Reflex save to avoid 
  falling prone on the far side. See Area 16 for potential consequences of this.
  A character who fails falls into the river and is swept away. A single DC 20 
  Reflex save is allowed to grab the mouth of the tunnel to the southeast. A DC 
  5 Strength check is required to hold on each round (and, again, armor check 
  penalties apply). Without help, such a character cannot escape the pull of 
  the river.  Those who fail the Reflex save, or a Strength check to hold on, are 
  swept 40’ downriver over the course of a single round, and then fall 60’ down 
  into Area 20, taking 6d6 falling damage as a result (DC 10 Reflex save for 
  half damage; those who succeed will not suffer broken bones). 
  6. Why They Might Run: The passage ahead narrows as it descends, but the 
  ceiling ascends into a natural chimney, with a large pile of tumbled stone beneath 
  it, impeding your easy progress further.
  Travelling north from Area 3, the tunnel narrows until it is only 10’ across, 
  but the ceiling draws away until it reaches a height of 35’. At the area marked 
  
  10
  with the “6”, there is a tumble of loose stone, fallen from above, that must 
  be scrambled over to continue. The mound is 4’ high, and it marks an area 
  where the ceiling draws upwards 40’ in a natural chimney.  Within the chim-
  ney dwells the Spinwoman, an enormous intelligent spider the size of a horse. 
  She can squeeze herself into very small spaces, though only by moving at half 
  her normal speed.  When characters clamber up the debris, she drops one of 
  her thick webs, attacking (usually with surprise) with a +6 bonus to hit and 
  ignoring all armor. If the attack hits, the target is caught.
  Caught targets may spend an Action Die to attempt a DC 18 Strength check 
  to pull free. Any attack against AC 12 that does 8 or more points of damage 
  can sever the web; damage that fails to sever the web, though, is lost. In the 
  case of a successful Mighty Deed to cut the web, double the Deed Die roll to 
  determine damage done. She can haul a caught target upwards 10’ per round 
  using an Action Die. She can attack any character that has been drawn a total 
  of 50’ upwards with her bite, and can snare up to 4 characters at a time.
  The Spinwoman has a +4 bonus to AC while in her chimney, and can only 
  be attacked by missile weapons from atop the tumbled stones. Only if she 
  fails to gain a victim, and the potential targets are no longer on the mound of 
  debris, does she emerge to attack directly.
  The Spinwoman is a smooth-bodied spider, deep blue in color, with mottled 
  patterns of black and red. She speaks the languages of spiders and goblins as 
  well as the common tongue. She gloats over her prey with a high, creaking 
  feminine voice. Her bite administers a deadly venom that does 1d5 damage 
  and requires a DC 13 Fort save to avoid an additional 1d5 Strength damage. 
  Those she catches, if they do not die from her venom, she winds in her wrap-
  pings (her “shawls” she calls them), hauling them up into her chimney to save 
  for later.
  The Spinwoman: Init +3; Atk bite +5 melee (1d4 plus venom) or 
  web +6 ranged (capture); AC 17; HD 5d8+5; hp 27; MV 40’ or 
  climb 40’; Act 1d20; SP infravision 120’, venom, webs; SV Fort +5, 
  Ref +5, Will +5; AL C.
  Climbing up to the Spinwoman’s chimney is difficult (DC 15), but once in 
  the narrow space only a DC 10 check is needed to climb further. Among 
  the dried carcasses still hanging here is a body wearing usable chainmail; 
  the longsword still sheathed at his side is in worse shape (1d7 damage, and 
  
  11
  automatically breaking on a natural 1 or 20, in addition to other effects, 
  when attacking). The judge may choose to have a living being found here, if a 
  replacement PC is needed.
  7. Stalactite Gallery: This long cavern has a ceiling that is lost in the darkness 
  above, but the many dagger-sharp points of needle-like stalactites glisten in the 
  damp air. They hang from the distant ceiling until they are no more than 12 feet 
  or so above the head of a tall man. There are thousands here, dripping with the 
  occasional plunk to the damp ground below, and the shards of fallen stalactites lie 
  
  12
  among the stumps of broken stalagmites on the ground. The only standing stalag-
  mites are near the walls, and some of these have joined with the stalactites to form 
  emaciated stone columns.
  The ceiling is 40’ overhead. There is a thin seam of gold on the ceiling – this 
  is worth 1,000 gp if the time and skill were available to work it, but it is mad-
  dening to dwarves who can smell (but not reach) it. The last stalactite that fell 
  has been lying here for centuries. Something bulky, however, has been pre-
  venting stalagmites from growing – this is Plaghorn, the giant slug from Area 
  10, who comes here to rasp fungi growths from the stalagmites every decade 
  or so.
  8. The Stone Bushes: Here the ceiling of the cavern dips down to a mere 4 to 
  7 feet, so that everyone save halflings and dwarves must at times stoop or bend to 
  move. The ceiling and floor have been swept clean of formations, although you 
  can see humps of stone where they once were. The strangest thing about this cave is 
  that, to the north, several bushes seem to be growing…but they are bushes made of 
  stone!
  The “bushes” are not alive, but are calcite formations which look similar to 
  small gnarled trees. They are fragile, and easily broken.
  9. The Sunless Shore: There is a roaring in the air, which is damp with the 
  spume of water. To the south, this cavern gives way to an underground lake, fed 
  by a waterfall which drops from a dark tunnel in the western wall, some 50’ or so 
  above the surface of the water. All is dark and glistening here, and small lichen-
  like growths of grey fungi grow on the walls.
  The spume in this area is damp enough to douse torches on a 1 in 7 chance 
  when the cave is entered. Lanterns are unaffected. The chill dampness in the 
  air hampers infravision, obscuring creatures and objects more than 30’ away.
  Prolonged loud noises and light may attract the attention of Plaghorn (see 
  Area 10). As the water drains to the southeast, it is relatively calm near the 
  beach. The water is shallow enough to wade in for 10’ or so, and then drops 
  off to a depth of 12’, requiring a DC 7 Strength check to swim in so long 
  as the characters do not approach the waterfall, or go more than 30’ to the 
  south. Thereafter, see Area 10.  Entering the water always attracts the atten-
  tion of Plaghorn after 1d3 rounds.
  
  13
  10. Upper Lake: The dim reaches of the lake fed by the waterfall spread out 
  before you as the water grows ever deeper. To the east is a shallow beach covered in 
  strange growths. A small island stands in front of a glittering beach- and some-
  thing dark swims nearby… 
  The chill dampness in the air from the waterfall’s spray hampers infravision, 
  obscuring creatures and objects more than 30’ away. At its deepest point, 
  where the waterfall hammers at the rock, the upper lake is 30’ deep. In gen-
  eral, apart from the calmer waters around Areas 9 and 12, a DC 12 check is 
  required to swim here; in the line between the waterfall and the water’s exit to 
  the east there is an undertow where the DC rises to 15. 
  Creatures failing to swim against the undertow are swept past Area 15 into 
  Area 5 in one round. A character may attempt a DC 15 Strength check to 
  pull himself into Area 15 instead, but doing so is likely to lead to his demise. 
  A character who reaches Areas 5 or 14 is treated as though they failed to 
  jump the water; see these areas for details. 
  The Upper Lake is the home of Plaghorn, an ancient giant slug who has dwelt 
  in this pool for centuries untold. Plaghorn is intelligent, and it has learned 
  some magic over the long years. It can speak the languages of goblins, giants, 
  orcs, nagas, and undercommon. It is sometimes visited by the other intel-
  ligent denizens of the cave system – they are not dangerous to the giant slug, 
  and it doesn’t truly appreciate their potential dangers to others. It eats very 
  little, making his rounds from one cave to another every few decades to eat 
  what interesting fungi may be growing there. Plaghorn’s knowledge of the 
  entire cave system is very comprehensive, although its perspective is definitely 
  inhuman. It does not consume intelligent beings, unless forced into combat 
  as a matter of self-defense. Like all of its kind, it is both male and female.
  Plaghorn: Init -4; Atk acidic touch +3 melee (1d4 plus slime) or spit 
  acid +5 ranged (1d6) or spell; AC 18; HD 5d6; hp 16; MV 10’ or 
  swim 30’; Act 1d20; SP infravision 60’, amphibious, slime, spells; 
  SV Fort +5, Ref -6, Will +4; AL N. Spells (+3 bonus to spell check): 
  Charm person, chill touch, magic shield, sleep, and shatter.
  Plaghorn’s slime is both hallucinogenic and magically active. A character who 
  comes into contact with it sees strange visions, and is incapacitated for 1d4 
  rounds unless he succeeds on a DC 15 Will save. If the character succeeds, he 
  may use the slime to spellburn as indicated below:
  
  14
  • 
  The amount of spellburn possible is equal to the rounds of poten-
  tial incapacitation.
  • 
  Each round, the amount of spellburn possible is decreased by 1, 
  until it is no longer active.
  • 
  The character need take no ability damage to use this spellburn.
  Plaghorn’s slime is of value to the snailtaur potion masters, who sometimes 
  send representatives to bargain for it. See Area 17.
  There is an island in the lake, a lump of bare rock that rises 3’ from the wa-
  ter’s surface, just north of Area 11. Plaghorn sometimes pulls itself up out of 
  the lake in order to perch here and contemplate its treasures, for which it has 
  no actual use. 
  11. Plaghorn’s Treasure: Because the spray from the waterfall mutes infravi-
  sion, it is unlikely that the PCs will discover this hoard easily, although a 
  dwarf could smell the gold and gems from Area 12.  The treasure consists of:
  • 
  5 pearlescent snail shells, each 3’ long, forming a narrow spear-like cone 
  damasked in silver filigree and small freshwater pearls (value 250 gp 
  each).
  • 
  1 cup of hammered gold (value 50 gp).
  • 
  3d30 assorted gemstones worth 1d50 each.
  • 
  2 tin buckets (1 gallon each).
  • 
  1 silver candle snuffer (value 5 sp).
  • 
  1 crystal decanter carved with images of one-horned snails (value 150 gp) 
  and six crystal goblets (5 are worth 25 gp each, but one is cracked and 
  worth only 5 gp).
  • 
  1 copper anklet with six lucky charms, each of which can be burned 
  exactly like spending a point of Luck (the charms are lost when used) (ap-
  parent value 2 sp).
  • 
  1 gold medallion with an image of five interlocking rings (value 15 gp).
  • 
  1 ivory rod, 3 feet long and 6 inches thick, with a slight curvature.  The 
  bearer, if holding it in one hand, passes over concealed pit traps without 
  triggering them. Apparent value 50 gp.
  • 
  6 silver rings with various bird devices (parrot, pelican, penguin, par-
  tridge, ptarmigan, and pigeon). The wearer of each ring can understand 
  the language of (and be understood by) the type of bird indicated (Appar-
  ent value 15 gp each).
  
  15
  • 
  1 gold and silver coffer, bejeweled with small flakes of ruby. The inside al-
  ways contains one serving of pears in syrup, which never spills and never 
  goes bad (apparent value 250 gp).
  • 
  A statuette made of a greenish, stone with a soapy texture, depicting a 
  snail-like creature with batwings and a beard of tentacles beneath its four 
  stalked eyes. Value 15 gp.
  These treasures have all been gifted to Plaghorn by the snailtaur potion mas-
  ters, who greatly desire quantities of the eldritch slug’s magically potent slime 
  for their craft. If the judge wishes to include a special treasure or a quest item 
  (apart from Cold Stone and Running Water), this is a good area to place it. 
  
  16
  Plaghorn has no use for these treasures, but it does understand their value, 
  and it expects some form of service in return – perhaps some of the tasty fun-
  gus found in Area 19? As part of a larger campaign arc, Plaghorn may wish 
  something that cannot be found in this Adventure Location, causing PCs to 
  engage in another adventure and then return if they wish to avoid combat 
  with the arcane slug.
  12. Footstickers:  The passage widens out to form the stony shore of some dark 
  body of water. The pool or lake is larger than what you can see here, for the rush-
  ing fall of water echoes out of the darkness and the air is damp with spray.  The 
  floor and lower walls of the passage, up to about 20’ from the water, and up to 5’ 
  up the walls, are coated with green-grey barnacles ranging in size from a finger-
  nail to a fist. They make the footing here treacherous, and surfaces sharp.
  A dwarf can smell gold and gems from Area 11 if they approach the shore.
  Not all of these barnacles are whole – the smaller ones near the northern 
  edge are occasionally preyed upon by land bats, and larger barnacles are prey 
  to grunkles (see Area 13). Even the grunkles go no more than 10’ into the 
  patch, as anyone who stops to examine the barnacles can clearly see – those 
  beyond this range tend to be larger and unbroken.
  Any creature going more than 5’ into the barnacle patch are attacked by the 
  creatures, which extrude hardened feeding tubes. Creatures must succeed in 
  a Fort save or take 1 point of temporary Agility and 1 point of temporary 
  Stamina damage as blood and flesh are consumed by multiple bites. Crea-
  tures with metal leg and foot protection are immune. For others, the DC 
  starts at 5, but increases by +2 for every 5’ deeper into the patch the character 
  proceeds. A new save must be made each round. The judge may adjust the 
  die used for the save, up or down the dice chain, if a character has unusually 
  good (or poor) leg protection.
  The barnacles closest to the shore are the largest, and the enchantment from 
  Plaghorn’s slime is concentrated within them. There are 3d6 such perfect 
  specimens here, and one can be harvested per round. These superior barnacles 
  can be dried and smoked for later consumption, allowing each barnacle con-
  sumed to add +1d3 to an arcane spell check within the next turn. The chance 
  of the magic being uncontrolled is also higher – treat any natural roll equal to 
  1 + the number of barnacles consumed as though it was a natural “1”. I.e., if 
  four barnacles were consumed, a natural roll of 1-5 would indicate the spell 
  
  17
  is lost, with possible corruption, misfire, or patron taint. The snailtaur po-
  tion masters (see Area 17) are willing to pay up to 10 silver shells per perfect 
  barnacle.
  13. Cavern of Ledges: This cave descends from west to east in a series of steep 
  ledges, each at least 10’ down and made difficult with impressive traceries of 
  brittle-looking flowstone, glittering damply in your torchlight. 
  From west to east, the ledges drop (at their easiest point) 12’, 10’, and 15’. 
  Climbing is DC 15, made more difficult due to the wet flowstone. Failure by 
  5 or more indicates a fall. Ropes held by spikes require a Luck check when 
  used to avoid being pulled free. Multiple characters relying on the same spike 
  must each pass their check for the spike to hold, but each spike allows a sepa-
  rate check so that multiple points of contact can greatly reduce the danger.  
  Armor check penalties apply.
  Near the northern wall between the middle and eastern ledge can be found a 
  human skeleton, long since despoiled and gnawed clean. Nearby, along with 
  rusted iron buckles and bootnails, can be found a massive club called Cold 
  Stone (see below).
  Snailtaurs passing this way simply walk on the ledge walls. A similar method 
  is used by the grunkles – rocky-carapaced lizard-things that live hidden in the 
  flowstone.  Grunkles are about 6 inches to 1’ long, and are harmless if left 
  alone. Molested, the larger ones can deliver a nasty venomous bite.
  Grunkles (24): Init +0; Atk bite +0 melee (venom); AC 16; HD 2 
  hp; MV 10’ or climb 10’; Act 1d20; SP infravision 30’, camouflage 
  (+6 to hide in rocky terrain), venom (2d4 temporary Stamina dam-
  age, taken at a rate of 1 point per turn, plus DC 12 Fort save or 1 
  point is permanent); SV Fort +3, Ref -3, Will +0; AL N.
  Cold Stone
  Cold Stone is a +3 heavy war club. Its head is a chunk of quartz with 
  blue and green inclusions making it appear almost like ice…and, 
  indeed, the stone is always cold to the touch. It is fastened to a handle 
  of almost-petrified prehistoric rhinoceros femur. Any who grips the 
  weapon feels the bleak despair it emanates – the only communication 
  the ancient weapon is capable of. 
  
  18
  The club does a base 1d5 damage due to its sheer massiveness, and 
  can only be used with two hands by any creature with less than a 16 
  Strength.  On a critical hit, in addition to any other effects, the club 
  does an additional 2d7 points of cold damage. Any spells relating to 
  cold and darkness cast while holding Cold Stone gains a +4 bonus to 
  the spell check.  In addition, the wielder of Cold Stone can gain an 
  extra +2 bonus to these spell checks if he uses even 1 point of spell-
  burn.
  Whosoever uses Cold Stone, either in melee or to boost spellcasting, 
  is doomed to die within 90 days. For the first 30 days, the character 
  merely has twice the normal chance of having an encounter (if ran-
  dom encounters are used), and is targeted abnormally often. For the 
  second 30 days, the character experiences these same problems, but 
  also has a -1d penalty to all saving throws and makes any attempt to 
  recover the body with 1d24. For the final 30 days, the character has 
  a minimum of one potentially life-threatening encounter per day – 
  even if he attempts to hide in bed! He rolls all saves at a -2d penalty, 
  all attacks against him have their critical range increased by 1 (i.e., 
  from 20 to 19-20, etc.), and their crit die increased by +1d on the 
  dice chain. Finally, any attempt to recover the body is rolled on 1d30. 
  The character need not continue to use the weapon to suffer these 
  effects; a single use is enough to trigger this doom. A remove curse of 
  34+ can break the effect of Cold Stone on a user once. Should that 
  user ever wield the club again, the gods turn their back on the fool. 
  In addition to all other effects, the character cannot benefit from idol 
  magic until some major quest of atonement is performed.
  It is said that Cold Stone was created by a worshiper of Gul, a pre-
  historic god of gloom, night, and dead things. It is said that Gul put 
  some of His own power into the club in the ancient days when men 
  still remembered who He was. Once a user manages to survive Cold 
  Stone for 90 days, the weapon is forever bound to him, and acts as 
  a -3 cursed weapon in the hands of any other. All negative effects 
  (except the possible inability to benefit from idol magic) are removed. 
  The user is also automatically bonded to Gul, as with a patron bond 
  spell at its maximum result (treat as “Cast on Self” or “Cast on 
  Other” depending upon the class and nature of the club’s wielder). 
  Patron information for Gul can be found in Appendix A. Information 
  
  19
  on researching Cold Stone can be found in Appendix B.
  14. Narrow, Swift Water: The passage here is cut by a deep channel. 5’ below the 
  passage floor, a narrow watercourse rushes from the southwest to the northeast. It 
  is impossible to tell how deep the dark water is from where you stand.
  Although the crevice is only 4’ wide, those proceeding from Area 13 to Area 
  17 don’t have the space to make a running start. A DC 10 Strength check is 
  required if the character starts at Area 13; the DC is 5 otherwise.  The corri-
  dor slopes steeply towards Area 17, but not so steeply as to present a hazard.
  The water is 8’ deep, swift, and cold. Swimming in it requires a DC 15 
  Strength check to move 10’ upstream or 50’ downstream. Characters failing 
  their check or not attempting to swim move 1d5 x 10’ downstream. After 70’ 
  downstream, the ceiling lowers to water height. The stream continues on for 
  another mile or more…unless the judge wishes it to wash into another cave 
  complex of her own creation.
  There is nothing to hold on to that isn’t slippery, cold, and worn smooth. 
  Climbing up from the river without aid (such as a thrown rope) is DC 20.
  Armor check penalty applies to all of these checks.
  15. The Water Chute: A character being pulled by the undertow from Area 
  10 can make a DC 15 Strength check to pull himself into this narrower, 
  faster waterway as he is swept past. This may prove fatal, for 15’ within the 
  channel, and invisibly from the opening, the water reaches ceiling level.  With 
  a DC 15 Strength check it is possible to swim 10’ against the flow, or 50’ 
  with it. Armor check penalties apply. Those who fail (or do not try) are swept 
  1d5 x 10’ to the north. 
  The channel is approximately 140’ long before it reaches Area 14. A charac-
  ter can hold his breath for Stamina rounds, and then suffers 1d3 temporary 
  Stamina damage each round. Any round a character is in the water chute and 
  fails to make a check to swim, he must succeed in a DC 10 Fort save or the 
  amount of time he can hold his breath is reduced by 1d3 rounds as he slams 
  into the stone. Any Stamina damage taken from drowning is recovered with 
  even a few minute’s access to air.
  Small, slimy creatures – like a mixture of leech, lamprey, slug, and sponge – 
  
  20
  cling to the surfaces of the water chute, feeding off tiny amounts of organic 
  matter carried by the flow.  They are harmless to the PCs, but this may not be 
  immediately obvious. Lightly sautéed, they taste like muddy garlic.
  16. The Conch of Psychedelic Doom: Going from Area 5 toward Area 17, 
  the corridor widens out and slopes downward, at first gently and then in a 
  series of wide, low stone “steps”, until they reach Area 17 some 30’ below 
  the level of the river at Area 5. Walls, floor, and ceiling are broken by narrow 
  cracks in the rock, which seep moisture onto the floor. Most of these cracks 
  are no more than a finger’s breadth wide, but one (where Area 16 is marked 
  on the map) is a good foot wide. Lodged far down in this crack is an enor-
  mous land conch, which crawled into it for shelter ages ago, and which is 
  now so large it cannot budge its shell at all.
  The land conch can extrude its stomach on a fleshy tube which glows with 
  strobing psychedelic colors. It can reach anywhere within 60’ of its crack. A 
  character making a running jump (Strength DC 10) to cross Area 5 must 
  succeed in a DC 10 Reflex save to avoid falling prone.  A prone character 
  who fails a Luck check tumbles 1d6 x 5’ down the slope…and, if the charac-
  ter tumbles more than 10’, he falls within the conch’s reach.
  Any creature struck by the conch’s stomach, or which comes into direct con-
  tact with its flesh, is subject to its slime’s hallucinogenic effect.  Unless a DC 
  15 Will save succeeds, the character sees creatures pour out of the cracks (see 
  below). No matter how many of the creatures a PC sees, he is only subject to 
  3 attacks per round (attack +3 melee for 1d3 damage; the judge should note 
  this damage separately). The creatures are AC 10, and any successful attack 
  destroys a hallucinatory creature, which disappears in a burst of colors. There 
  are always more. Damage by these hallucinatory creatures is temporary, re-
  covering at a rate of 1 hp per minute, but a character can be knocked uncon-
  scious thereby.  The conch is then able to consume unresisting prey.
  Hallucinations last for 1d5+2 rounds. Collected slime can be used to cause a 
  similar effect, but dries out and becomes non-potent after 2d3 minutes away 
  from the conch. Different PCs may hallucinate different creatures. Because 
  the hallucinations cause temporary damage, knowing that they are hallucina-
  tions does little good to the affected characters. A character cannot die from 
  this temporary hit point loss, even if it would combine with real damage to 
  reduce him to 0 hp.
  
  21
  Because the conch’s main body cannot be reached, when it is reduced to 0 
  hp it is not slain, but merely forced to withdraw. It heals over the course of 
  1d6+7 days before becoming dangerous again (at half hit points).
  The conch zeroes in on prey by sensing movement and sound (120’ range). 
  Silent thieves (or others) may bypass the creature.
  Giant conch stomach: Init +0; Atk extended stomach +2 melee (1d3 
  plus slime); AC 12; HD 4d6; hp 14; MV 0’; Act 1d20; SP detect 
  sound and motion 120’, hallucinatory slime, cannot be killed; SV 
  Fort +10, Ref +3, Will +0; AL N. 
  Hallucinations: Suddenly, a multitude of [creatures] come pouring out of cracks 
  in the walls. Their bodies ripple with opalescent waves of fluorescent colors. They 
  surge forward, attacking with [weapons].
  1d12
  Creatures
  Weapons
  1
  Cats with glowing green eyes
  Claws and fangs
  2
  Fish who fly through the air as 
  shimmering scales
  Their sharp-toothed maws
  3
  Short, squat humanoids
  Black thorny clubs
  4
  Tall, skeletally gaunt humanoids
  Filthy broken nails sharpened 
  to claws
  5
  Roosters and hens
  Iron-hard beaks, talons, and 
  spurs
  6
  Ribbon-like worms, each as long as 
  a man
  Circular toothed apertures
  7
  Hooded vipers
  Venom-dripping fangs
  8
  Hideous crabs with almost-human 
  features
  Sharp clattering claws
  9
  Ravenous weasels
  Needle-like fangs
  10
  Ants, each the size of a small dog
  Shearing mandibles
  11
  Moths the size of dinner plates
  Fluttering mouthparts
  12
  Swarms of thumb-sized cock-
  roaches
  Hundreds of tiny pinprick 
  bites
  The judge is encouraged to tailor hallucinations to specific PCs. If they have 
  an enemy, or something they fear, allow the randomly generated hallucina-
  
  22
  
  23
  tion to also incorporate elements therefrom.
  17. Snailtaur Potion Masters: The passage enters into a large cavern, stretch-
  ing beyond what torches can reveal, with a ceiling so high up that only the ends of 
  stalactites are visible, sparkling with reflected light. The air is damp, and the floor 
  and walls are slick with moisture. You can hear a constant dripping in the musky-
  scented air.
  Where Area 17 is marked on the map, there is a shaft going straight down 
  into the earth, a quarter mile or more. This is where the snailtaur potion mas-
  ters come from; their own home is far beneath the surface lands. The judge 
  may create a continued path into the deep earth through this sinkhole, or 
  may declare it impassable by those who cannot walk on walls.
  Each time the PCs enter this cavern, there is a 1 in 6 chance that 1d3 snailt-
  aur potion masters and their snailtaur guards (1d8 per potion master) are 
  encountered. These creatures visit this system to collect various items for their 
  potions (see below) and are knowledgeable about the dangers of the cave 
  system.
  Snailtaurs have a sluglike humanoid torso growing from a long soft body with 
  four mantis-or grasshopper-like legs. Their upper torsos have two arms, end-
  ing in soft, flexible hands with three main digits and two opposing “thumbs”. 
  Their eyes grow on long stalks, but their wide friendly mouths reveal an 
  herbivore’s oversized grinding teeth. Shells sprout from their backs, giving 
  cover to both torso and body – these shells contain extradimensional spaces 
  in which snailtaurs can store goods and equipment without fear of robbery 
  or loss. If a snailtaur is slain, these spaces disappear, along with anything they 
  contained. 
  Snailtaurs can leap up to 30’ by using an Action Die, and can walk on walls 
  or ceilings with ease. Snailtaur guards can leap and attack with a single Action 
  Die, gaining a +2 bonus to his attack roll and causing +1d8 damage if suc-
  cessful. This reduces the snailtaur’s AC by -2 until his next action. Snailtaurs 
  use 1d10 for their Fumble die.
  Snailtaur guard: Init +1; Atk spear +1 melee (1d8); AC 14; HD 2d6; 
  hp 7 each; MV 40’ or climb 40’; Act 1d20; SP infravision 60’, leap 
  30’, leap attack, walk on walls or ceilings, extradimensional spaces in 
  shell, 1d10 Fumble die; SV Fort +4, Ref +2, Will +2; AL N. 
  
  24
  Snailtaur potion master: Init +0; Atk dagger +0 melee (1d4) or po-
  tion vial +2 ranged (special); AC 12; HD 1d6; hp 4 each; MV 40’ or 
  climb 40’; Act 1d20; SP infravision 60’, leap 30’, potions, walk on 
  walls or ceilings, extradimensional spaces in shell, 1d10 Fumble die; 
  SV Fort +3, Ref +3, Will +6; AL C. 
  Snailtaur potion masters have up to three potions which can be thrown up 
  to 30’ away as weapons. When a potion is thrown, roll 1d5 to determine the 
  effect: (1) a cloud of greasy yellow smoke, 10’ radius, causes 1d3 damage to 
  all non-snailtaurs within it each round; (2) acidic green fluid does 1d6 dam-
  age and reduces the value of armor worn by -1d3 points of AC; (3) glowing 
  pale blue liquid requires Fort DC 6 or paralysis for 1d5 minutes; (4) crimson 
  powder explodes for 2d6 damage to all in 10’ radius, Fort DC 10 for half; or 
  (5) thick black tarlike substance drops target’s Action Dice by -1d on the dice 
  chain for 1d5+1 rounds, Will save DC 10 or the drop an additional -1d on 
  the dice chain.
  The judge should keep in mind that the snailtaurs desire trade. If possible, 
  they will subdue intelligent foes and attempt to negotiate with them. If a 
  guard is slain, they expect a weregild to be paid (50 gp or equivalent) as a sign 
  of good faith. If a potion master is slain, the snailtaurs seek to kill or escape 
  their foes.
  Snailtaurs use delicate metal-plated shells as money – both gold and silver. 
  The snailtaurs view them as being worth twice the value of equivalent human 
  coins. Because of their delicacy and low metal content, shells are worth half as 
  much as normal coins in human markets.  A jeweler might be able to en-
  hance them to be worth 10 times the equivalent normal coins, but will expect 
  to keep half the profit from doing so.
  What the potion masters want…
  Item
  Location
  Value
  Pale yellow spores
  Area 2
  2 silver shells per dose
  Rich yellow spores
  Area 2
  1d3 silver shells per dose
  Orange spores
  Area 2
  1d5 gold shells per dose
  Light blue spores
  Area 2
  1 silver shell per dose
  White spores
  Area 2
  1d7+2 gold shells per dose
  Blue flowers of the deep Areas 18 and 19
  1d3 gold shells per bagful
  
  25
  Plaghorn’s slime
  Area 10
  3d7 gold shells per dose
  Perfect barnacle
  Area 12
  1d6+4 silver shells
  Fresh conch slime
  Area 16
  1d3+4 gold shells per dose
  What the potion masters can sell….Roll 1d3+3 times for each potion 
  master present.
  1d14
  Potion
  Appearance
  Effect
  Cost per 
  dose
  1
  Waters of the 
  Pyriphlegethon
  Clear water in 
  glass bottle; 
  never freezes
  Explodes in contact with air; 
  3d6 damage at point of explo-
  sion, 2d6 up to 10’ away, 1d6 
  up to 30’ away; Reflex DC 15 
  for half.
  70 gp
  2
  Sweat of 
  Ambrosius
  Yellowish clear 
  liquid; smells 
  and tastes like 
  dirty feet
  Grants a +2 bonus per dose 
  to a single arcane spell check 
  made within 1 turn.
  80 gp
  3
  Liquescent 
  Breath of Eels
  Clear vaporous 
  blue fluid
  Allows imbiber to breathe 
  water for 3d6 turns.
  50 gp
  4
  Elixir of Scars
  Light green 
  liquid with 
  coppery taste
  Heals 1d3 HD of damage 
  (can heal wounds only, max 
  HD equal to HD/level of 
  imbiber).
  75 gp
  5
  Blood of the 
  Minotus
  Deep red fluid 
  without odor 
  but tastes like 
  iron rust
  Immediately heals 1d7 points 
  of temporary Stamina dam-
  age; Luck check to heal 1 
  point of permanent Stamina 
  damage. Elves take 1 point of 
  temporary damage instead. 
  100 gp
  6
  Miraculous 
  Mycenaen 
  Medicine 
  Brownish-
  white paste 
  smeared over 
  stump
  Causes the regeneration of 
  one lost body part over period 
  of 1d3 months. 
  300 gp
  7
  Mixture of Eros 
  and Ludus
  Purplish wine 
  with bitter-
  sweet flavor
  Love potion; imbiber falls 
  in love with first potential 
  mate seen after drinking; Will 
  DC 20 negates. Effects are 
  permanent.
  75 gp
  
  26
  8
  Philter of 
  Remembrance
  Colorless, 
  odorless, taste-
  less; bottle 
  appears to be 
  empty
  Imbiber becomes younger by 
  2d6 years per dose.
  100 gp
  9
  Remedy of the 
  Caterpillar
  Viscous dark 
  green oily sub-
  stance; smells 
  like pine sap
  Coats up to 1 square foot, 
  causing 1’ of hair to grow on 
  organic surfaces. If swallowed, 
  Fort DC 15 or 2d5 temporary 
  Stamina damage (normal 
  healing applies).
  25 gp
  10
  Lich Tonic
  Thick black liq-
  uid that smells 
  like rotting 
  meat and rich 
  loam
  Poured into dead creature’s 
  mouth, grants speak with dead 
  (result 22-23, see page 290 
  of the core rulebook); subject 
  retains its own memories 
  and personality.  No effect if 
  imbiber is alive (although, if 
  imbiber dies within the next 
  hour, the potion takes affect!).
  75 gp
  11
  Tears of Dust
  Coagulated 
  white liquid 
  that needs to be 
  stirred before 
  imbibing
  Imbiber does not suffer aging 
  effects (including visible signs 
  of aging) for the next 3d10 
  decades.
  300 gp
  12
  Brew of the 
  Open Mind
  Clear yellow 
  sugary liquid 
  with the consis-
  tency of honey
  Imbiber becomes extremely 
  suggestible for the next hour; 
  DC 15 Will save is required 
  to avoid answering questions 
  or taking actions as directed. 
  The judge should modify the 
  die rolled on these saves if 
  actions are in accordance to  
  imbiber’s natural inclinations. 
  75 gp
  13
  Concoction of 
  Addersbane
  Opaque grey 
  liquid with a 
  slightly greasy 
  smell and feel
  Allows an immediate addi-
  tional save against poisons, 
  using 1d30. This can undo 
  the effects of a failed save if 
  taken within 30 minutes…
  even apparent death!
  50 gp
  
  27
  14
  Feverall Fluid
  Foul-smelling 
  and tasting 
  dark green 
  syrup
  Imbiber suffers immobilizing 
  high fever for 1d3 turns, after 
  which all current diseases are 
  removed (although their ef-
  fects may take time to heal).
  50 gp
  The snailtaur potion masters typically have 1d5 doses of any available potion 
  on them. Judges will note that these potions are far cheaper than similar items 
  that PCs might create using the make potion spell, but the judge has complete 
  control over when and how the PCs may contact the potion masters in their 
  games. The potion masters do not usually sell their personal defense concoc-
  tions, but the judge can rule otherwise.
  18. Passage of Flowers: The tunnel passes downward, its gentle angle broken by 
  numerous shallow stone steps. These appear to be natural, but if not are so worn 
  as to have come from an unimaginably distant past. Along the path, to either side, 
  small deep blue flowers grow. What sustains them is not clear, for all here is damp 
  stone and darkness.
  The flowers here are known to the snailtaur potion masters as “blue flowers 
  of the deep”. Consuming a single fresh flower allows a DC 10 Fort save, per 
  flower consumed, to end any single disease. The flowers remain fresh for three 
  days after picking. There are enough flowers in this corridor to fill 6 bags, 
  requiring 1d3+3 x 10 minutes of work to fill each bag. Each additional helper 
  after the first reduces the time needed by 5 minutes. 
  It takes 1 month for a bagful of flowers to regrow, but if all of the flowers are 
  picked the area will be barren for an additional 1d3 x 1d5 months before new 
  flowers grow.
  19. The Blue Star: The presence of this area can be inferred by the glow from 
  the blue star, as it causes a portion of the lake in Area 20 to shimmer with 
  reflected light.
  A triangular spur of cave, some 20’ to a side, rises up out of the lake at a 20 de-
  gree angle. The floor of this cave is covered with small deep blue flowers and large 
  fungi with long caps, striped almost like a tiger’s fur in orange and red. The entire 
  area is lit by a glowing blue stone wedged into the far corner of the cavern, a soft 
  blue star some seven feet across.
  
  28
  The flowers are the same as in Area 18, except that they rejuvenate 1d3 weeks 
  faster per month, and that there are only enough flowers to fill 3 bags here. 
  The mushrooms are edible, and taste something like medium rare steak even 
  when uncooked...these mushrooms are dear to Plaghorn (see Area 10), and 
  they will bargain with their treasure for a good supply of them. There are cur-
  rently 5 pounds of the mushrooms here; they grow at a rate of 1d5 pounds 
  per month until their 5 pound maximum for this area is reached.
  The blue star is a massive stone, 7’ across but going back an additional 15’ 
  into the rocky cave wall. If it is somehow damaged or removed, it ceases to 
  glow and becomes a normal stone. It is the radiation of the blue star which 
  feeds the blue flowers of the deep and the mushrooms in this encounter area. 
  If it is destroyed, both mushrooms and flowers die in 1d7 hours and are not 
  restored. The snailtaur potion masters will be aghast at such desecration, and 
  raise their prices by at least double. At the judge’s discretion, some arcane 
  rite of atonement may be able to restore the stone’s mystic connection to the 
  cavern.
  If the judge has access to CE 6: The Crimson Void, the blue star caps another 
  access to the titular interdimensional Void. Damaging or removing the stone 
  may allow creatures from the Void additional access to the world we know. 
  Certainly, Kala Môr would become aware of the breach, and send Her clerics 
  to seal it (if possible) and punish the transgressors.
  20. Lower Lake:  Characters hear the thunderous waterfall as they approach 
  this area. The descriptive text assumes that the characters approach from Area 
  18.
  The passage ends at the shore of an underground lake, filling a large cavern with a 
  stalactite-needled ceiling vaulted to a height lost in the blackness above. A glim-
  mering blue light shimmers from the left across the water; you can just make out 
  another cave in that direction. This light, shining palely on the water droplets of 
  the stalactites above suggests that the ceiling must be at least 60’ above the lake, 
  and possibly a good deal higher. A waterfall thunders off to the right, echoing in 
  the chamber – it may be an louder echo, or there may be another falls somewhere 
  off to the left. 
  Characters reaching this area from the waterfall drop 80’ into the lake, taking 
  a maximum of 8d6 damage. This damage may be ameliorated by trying to 
  turn the fall into a dive (DC 15 Reflex save; damage is reduced to 8d3, a total 
  
  29
  save of 20+ negates all damage.) or through sheer endurance (Fort DC 10; 
  damage is reduced to 4d6). Both cannot be attempted by the same character. 
  Each “6” indicates a broken bone, as with the normal falling rules. 
  The depth of this lake varies from 40’ at the east end to 120’ at the west end, 
  where the force of water has eroded the stone for millennia. Within 30’ of 
  the waterfall, swimming requires a DC 10 Strength check; otherwise a DC 5 
  check is sufficient.  Armor check penalties apply.
  The lake is home to blind, semi-transparent eyeless white fish  (from half 
  an inch to 3 feet long), tiny pale crustaceans like brine shrimp, and deep-
  dwelling yellow sponges that filter-feed off the arcane slime that enters the 
  water from Plaghorn’s lake (Area 10) and from Running Water in Area 21. 
  The few predators are large, feathery-gilled blind newts. These are harmless to 
  the PCs, but they grow to 3’ in length so an encounter with one in the water 
  might be alarming (AC 9, 3 hp). 
  The narrow passage to Area 21 is obscured by the mist from the waterfall, 
  and is located 10’ above the surface of the water (Climb sheer surfaces DC 
  15). It takes a DC 10 Intelligence check to notice it – elves and dwarves gain 
  a check even by coming within visual range; all others must actively search. 
  Anyone coming within 30’ of the outlet to Area 23 can easily hear the roar of 
  water from within.
  21. Running Water: The narrow passage leading to this area is 10’ above the 
  water surface in Area 20, and requires an Intelligence check (DC 10) to note 
  the passage beyond the waterfall’s obscuring mist.  Elves and dwarves gain 
  a check even by coming within visual range; all others must actively search.  
  Climbing to the passage is a DC 15 Strength or Climb sheer surfaces check. 
  A trickle of water streams down the cliff side from the passage.
  The passage starts out claustrophobically narrow, but slowly widens as it 
  climb upward. The low ceiling is only 5’ overhead when the passage begins, 
  but reaches a height of 12’ before entering a larger space. Water trickles down 
  the floor of the passage, making it somewhat slick.
  The passage ends in a rough cavern, perhaps 20’ wide and at least 30’ deep.  There 
  seems to be an alcove or a passage to the right, at the far end of what torchlight 
  can show. A trickle of water splashes down from stone beyond your sight – al-
  
  30
  though you can hear the music of it falling – to run down the passage you just 
  traversed.
  In the alcove to the southwest, there is a single natural shelf of stone, upon 
  which sits Running Water, an ancient book bound in brontosaur hide and 
  composed of sheets of hard crystalline material that bends rather than break-
  ing. The book is constantly wet, and, unless completely submerged, generates 
  1 pint of pure water every turn. Magical guards once protected the cover from 
  the dampness, but the volume’s antiquity is so great that these are beginning 
  to fail and the leather shows signs of rot. The book is written in the tongue of 
  serpent-men. It hails from the dawn of time, long before the ancestors of men 
  were born. See below for more information.
  Running Water
  A character with access to Running Water can use it to research the 
  following spells: 
  1st Level: Animal summoning, charm person, find familiar, magic 
  shield.
  2nd Level: ESP, monster summoning.
  3rd Level: Consult spirit, water breathing.
  These spells always have an aquatic or reptilian theme, i.e., sum-
  moned creatures must be aquatic or reptiles, charm person uses a 
  snake-like gaze, magic shields are made of water, etc. The judge is 
  encouraged to alter mercurial magic and/or manifestation to better fit 
  these themes.
  The character must be able to either read the language of serpent-men 
  or must have another translate it; translation increases the DC to 
  learn a spell by +1 to +5, depending upon the quality of the rendi-
  tion. 
  If the character knows the language, he gains the further ability to 
  cast spells directly from the tome itself. Running Water is a large, 
  heavy volume and needs two hands or a lectern to hold it for this 
  purpose. Spells cast directly from the book gain a special corruption 
  effect if the spell fails by enough to normally lose the spell; this may 
  stack with ordinary corruption, patron taint, or misfire if the spell 
  check is a natural “1”. See below.
  
  31
  Finally, there is no way to keep Running Water dry, and there is 
  no way short of complete submersion to prevent it from generating 
  water. Regardless of external conditions, this water is always generated 
  at a warm (but not hot) temperature; approximately normal human 
  body heat. Generated water may thereafter freeze or evaporate is nor-
  mal, if conditions permit. This volume would be invaluable to people 
  living in a desert.
  Special corruption results are determined by rolling 1d7 + Luck mod-
  ifier and consulting the chart below. No special corruption can be 
  gained twice. If the same number comes up twice, ignore the result.
  1d7 + Luck 
  modifier
  Result
  0 or less
  The character’s mind is transformed into that of a 
  serpent-man. He immediately becomes an NPC under 
  the judge’s control.
  1
  The character becomes disquieted by the presence of 
  mammalian comrades. If a normal, mammalian creature 
  is within 20’ of him, he takes a -1d penalty on the dice 
  chains to any roll that is not hostile to the mammal, 
  except saving throws.
  2
  The wizard’s reptilian behavior alienates others, resulting 
  in the loss of 1d3 points of Personality.
  3
  All of the character’s hair falls out over the next 1d5 
  weeks.
  4
  From now on, each time the character gains a level, he 
  must shed his skin. This is a painful process which takes 
  2d16 hours to complete. The character has a -1d penalty 
  to all rolls while shedding. No benefits of the new level 
  are gained until this is completed.
  5
  Character’s tongue becomes forked and his speech be-
  comes a sibilant hissing.
  6
  Character’s eyes become unblinking serpent eyes. The 
  character gains 120’ infravision.
  7
  Character’s skin hardens with scales, granting a natural 
  +2 to AC. This does not stack with armor.
  
  32
  8
  If the character could not speak serpent-man (i.e., he 
  is using comprehend languages or similar to use the 
  libram), he now can.
  9 or higher
  The memories of a serpent-man from the dawn of time 
  are overlaid on the wizard’s mind. If the character could 
  not speak serpent-man, he now can. The wizard gains ac-
  cess to 1d3 random 1st level spells. These are in addition 
  to those the character can know on the basis of Intel-
  ligence. This may grant additional benefits as determined 
  by the judge.
  Information on researching Running Water can be found in Appen-
  dix C.
  22. Further Adventures in Darkness:  Beyond the lake, this passage rises from 
  the water, and then plunges steeply down into the darkness. A series of irregular 
  stone steps, either natural or so ancient that they appear to be so, make the area 
  traversable.
  This passage may lead to another level, either more caverns or areas of worked 
  stone, as the judge desires. It may lead, through a number of twists, to the 
  outside if the cavern is located in a region of elevated karst.  If any PCs are 
  swept down the waterfall in Area 23, this area may lead to a cavern where 
  bodies can be potentially recovered.
  Alternatively, if the judge does not wish to expand the adventure, this leads to 
  a dead end.
  23. Darkness Falls:  At the eastern end of the lake, a passage leads southward, 
  where water flows swiftly but only knee-high, leaving a good six feet of clearance 
  from the surface of the water to the stone ceiling. The water here is powerful, but 
  there are sufficient handholds to allow you to walk cautiously upright in the pas-
  sage, if you so choose. The air is damp here, making any open flame splutter. The 
  area echoes loudly with a rushing thunder of water, making speech impossible.
  30’ into the passage there is an enormous giant blind salamander, similar to 
  those in Area 20, which feeds off material being swept into this passage. Un-
  like the salamanders in Area 20, it is about 6’ long and dangerous to the PCs. 
  Hidden in the water, it has a 1 in 3 chance of achieving surprise. 
  
  33
  If the salamander hits, it holds on to prey, knocking the victim prone and 
  doing automatic damage each round, unless a DC 15 Reflex save succeeds. 
  A greater peril lies in not being grabbed – in this case, a Reflex save (DC 10 
  + damage done) must succeed or the target is knocked prone and pulled by 
  the current towards the falls. They gain one more Reflex save (DC 15) to stop 
  their progress 1d3 x 10’ later. This potentially puts victims 60’ into the pas-
  sageway, as noted below.
  Giant salamander: Init +3; Atk bite +2 melee (1d5 plus hold); AC 
  12; HD 2d8+2; hp 14; MV 10’ or swim 40’; Act 1d20; SP surprise, 
  hold, knock prone; SV Fort +4, Ref +3, Will +0; AL N. 
  60’ into the passage, the tunnel begins to slant downward. A character on his 
  feet must succeed in a DC 10 Reflex save to avoid falling and being pulled 
  into the waterfall. A character who has managed to save himself after being 
  swept away from the salamander (i.e., if a “3” came up on the 1d3 x 10’) will 
  need to succeed in a DC 15 Strength check (DC 5 if a rope or similar aid is 
  available) to escape back to where the tunnel is safe. Armor check penalties 
  apply, and failure means getting swept down the waterfall.
  The waterfall drops down 80’ (8d6 damage). Where it emerges, and what 
  the conditions are where it emerges, are left to the judge’s determination. 
  See Area 22 for more information. If the judge does not wish to expand the 
  adventure, characters swept down the waterfall are lost forever.
  Ending the Adventure
  The adventure “ends” when characters leave the cave system, either having 
  found what they sought, or having passed on into deeper realms beneath the 
  earth. Either way, the judge is left with several elements that may be reused in 
  an ongoing campaign. These are the snailtaur potion masters, a new patron, 
  and Cold Stone and Running Water themselves. 
  The section of caves described herein also contains some unique substances, 
  many of which are renewable resources that the PCs may return to collect 
  time and again.
  
  34
  Appendix A: Gul, the Old Darkness
  Gul is an ancient Chaotic god of gloom, night, the dead, and hidden things 
  which creep forth at night to devour women and men.  His symbol is a dark 
  blotch. He arose in the dimness of prehistory and has long been forgotten by 
  men. As technologies improved, people lost their fear of darkness itself. No 
  longer did the sabre-toothed cat or the dire wolf prey on them so easily. Fire, 
  strong walls, and iron weapons have given men and women courage against 
  the night.  Although weakened by the loss of human fear and faith, the Old 
  Darkness still remembers us, waiting for a chance to rise again. And we still 
  remember it.
  Those who would bond themselves to Gul must do so in a place of exqui-
  site cold and dark, such as the depths of a cave system. They may use no fire 
  during the ceremony, instead giving themselves up to the terror of the dark. 
  There is good reason to fear – those who fail to perform the ceremony to 
  Gul’s satisfaction are taken by the Old Darkness, and are never seen among 
  the living again.
  Invoke Patron check results: 
  12-13
  Your feeble plea can barely be heard through the darkness of ages. Gul loans 
  you a mantle of fright, so that all creatures targeting you with weapons or spells 
  (including those which target the area you are in) take a -1d penalty on the dice 
  chain to their spell checks and attack rolls for 1d5 rounds.
  14-17
  Flames flicker, and even the sun seems to go dim as though it had passed 
  behind a cloud. The Old Darkness stirs in the deeps. A wave of cold washes out 
  from the ground, in a 50’ radius around the caster. All within this radius, except 
  the caster, suffer 1d6 damage from the cold (Fort DC 10 for half).
  18-19
  Every non-magical flame within 100’ of the caster goes out, and magical flames 
  have a 1 in 3 chance of being extinguished. Above ground, the light of sun and 
  moon are dimmed. Despite this, the caster and his allies can see as though in 
  bright daylight. Any human who dies within this radius rises 1d3 rounds later 
  as a zombie under the control of the caster. The effect lasts 1 turn + Caster Level 
  rounds, and zombies so created collapse at the end of this duration.
  
  35
  20-23
  Every flame within 100’ of the caster goes out. Darkness and cold roll out of 
  the ground, in a 50’ radius from the caster, doing 2d6 damage (Fort DC 15 
  for half) to all in range except the caster. This magical darkness lasts 1d3 turns, 
  making it impossible to start a fire within its radius and suppressing magical 
  fire- or electricity-based effects as though the spell check were cast at -6 (chang-
  ing effects, but not the actual result of the spell check). Any human killed by 
  the initial burst of cold is transformed into a free-willed ghoul, which is friendly 
  to the caster and his allies. These ghouls remain friendly to the caster, and his 
  allies at the time of their creation, but do not remain to serve once the darkness 
  ends. The darkness does not impair the vision of the caster and his allies.
  24-27
  Every flame within 200’ of the caster goes out. Darkness and cold roll out 
  of the ground, in a 100’ radius from the caster, doing 3d6 damage (Fort DC 
  15 for half) to all in range except the caster and his allies. This magical dark-
  ness lasts 1d3 turns, making it impossible to start a fire within its radius and 
  suppressing all magical fire- or electricity-based effects within its radius. Any 
  human killed by the initial burst of cold is transformed into a zombie, which 
  remains in the control of the caster until destroyed. Technology is suppressed, 
  so that crossbows and similar mechanical devices will not function in the dark-
  ness, and the Fumble Die of all metallic armor is increased by +1d on the dice 
  chain. The darkness does not impair the vision of the caster and his allies.
  28-29
  Gul grants the caster the power to strike blind up to 2d6 + CL targets within 
  line of sight. This blindness takes the form of blackness covering the eyes, and 
  is permanent unless dispelled by magic or clerical healing. There is no save 
  against this effect. Each of these targets takes 4d6 cold damage (Fort save for 
  half). Further, blinded targets which fail a DC 20 Will save take 2d5 points of 
  temporary Intelligence and Personality damage as primitive engrams attempt to 
  bring their consciousness back to that of their ancestors in the Old Stone Age. 
  Targets whose Intelligence or Personality falls below 3 become mindless beasts 
  until both ability scores are recovered to at least 3.
  30-31
  Every flame within 500’ of the caster goes out. Darkness and cold roll out of 
  the ground, in a 200’ radius from the caster, doing 3d6 damage (no save) to all 
  in range except the caster and his allies. This magical darkness lasts 1d3 hours, 
  making it impossible to start a fire within its radius and suppressing all magical 
  fire- or electricity-based effects within its radius. Any human killed by the initial 
  burst of cold is transformed into a ghoul, which remains in the control of the 
  caster until the darkness ends, or until destroyed. When the darkness ends, any 
  remaining ghouls become free-willed, but are friendly to the caster and his al-
  lies. Technology is suppressed, so that crossbows and similar mechanical devices 
  will not function in the darkness, and the Fumble Die of all metallic armor is 
  increased by +2d on the dice chain. Finally, one Beast of the Old Darkness is 
  released per Caster Level (see below); these beasts only attack enemies of the 
  caster, and disappear when the darkness ends (or they are destroyed). The dark-
  ness does not impair the vision of the caster and his allies.
  
  36
  32+
  Every flame within 1 mile per caster level goes out. Within this radius, magic 
  focused on darkness, cold, and the dead is cast at +1d on the dice chain for CL 
  days, and magic focused on heat, light, flame, electricity, divination, or healing 
  is cast at -2d on the dice chain. Within this area, Beasts of the Old Darkness 
  appear equal to CL x 3 (see below). These are free-willed, appearing in areas of 
  darkness, and existing until destroyed. Although they will not attack the caster 
  or his allies (unless first attacked), any other creature is fair game.
  Darkness and cold roll out of the ground, in a 500’ radius from the caster, 
  doing 5d6 damage (no save) to all in range except the caster and his allies. 
  This magical darkness lasts 1d3 days, making it impossible to start a fire 
  within its radius and suppressing all magical fire- or electricity-based effects 
  within its radius. Any human killed by the initial burst of cold is transformed 
  into a ghoul, which remains in the control of the caster until destroyed or 
  dismissed, so long as the caster provides 1 human body (or equivalent) per 
  5 ghouls per day. Unfed ghouls become completely free-willed, and slink off 
  to feed themselves. They remain friendly to the caster, but not necessarily his 
  allies. This darkness does not impair the vision of the caster and his allies.
  Technology is suppressed in the field of darkness, so that crossbows and simi-
  lar mechanical devices will not function in the darkness, and the Fumble Die 
  of all metallic armor is increased by +2d on the dice chain.
  In addition, the caster can choose one target within line of sight to strike 
  permanently blind, without a save.
  Beast of the Old Darkness
  Beast of the Old Darkness: Init +4; Atk attack +5 melee (1d7+3 plus spe-
  cial); AC 18; HD 5d8+20; MV 40’ or climb 20’ or swim 30’; Act 2d20; SP 
  infravision 500’, at one with darkness, special attacks; SV Fort +10, Ref +8, 
  Will +12; AL C.
  Beasts of the Old Darkness cannot be seen, for they are at one with the dark-
  ness. Even when viewed with infravision of magic that could otherwise pierce 
  the vale (such as detect invisible), all that can be seen is an area of deeper 
  darkness – and perhaps reflected eyes – green, red, or yellow. These creatures 
  have a rank odor reminiscent of the musk of reptiles, large cats, birds of prey, 
  wolves, and bears. The wounds they cause seem to be by sabre-like teeth, 
  sharp talons, great clawed paws, venomous fangs, or even suckered tentacles. 
  
  37
  Its calls are a mixture of roars, yowls, screeches, and hissing. A Beast of the 
  Old Darkness is all of the fears of early mankind rolled into a single being.
  So great is their oneness with darkness that even upon death, a Beast of the 
  Old Darkness cannot be seen. It becomes one with the shadows, leaving those 
  who encountered it forever unsure of what form the creature took. The dif-
  ficulty of hitting such a creature is already factored into its Armor Class.
  When a Beast of the Old Darkness succeeds in an attack roll, in addition to 
  the base damage, roll 1d7 + the target’s Luck modifier, and consult the fol-
  lowing table:
  1d7
  Special Effect
  1 or less
  Venom! Fort DC 10 + 1d6 or (1d6): (1) die, (2) 2d3 perma-
  nent Stamina damage, (3) 1d5 temporary Strength damage, (4) 
  1d12 damage, (5) 1d3 temporary Agility damage, or (6) blind-
  ness for 1d4 turns.
  2
  Grabbed! The Beast gains automatic damage against the tar-
  get each round, for each Action Die it spends. An opposed 
  Strength check vs. +3 escapes.
  3
  Pulled! The Beast pulls the opponent towards it, gaining a free 
  extra attack using 1d24. An opposed Strength check vs. +3 
  prevents this.
  4
  Tossed! The Beast flings the target 1d3 x 10’ away in a random 
  direction. The character suffers 1d6 falling damage per 10’ 
  thrown, with each “6” indicating a broken bone. An opposed 
  Strength check vs. +3 prevents this.
  5
  Knocked prone! The target is knocked prone unless a DC 15 
  Reflex save succeeds.
  6
  Torn and bleeding! The wound causes 1 point of damage every 
  round until an Action Die is spent to staunch to wound.
  7 or more
  No special effect occurs.
  Patron Taint:  Gul
  Gul is the personification of the Old Darkness, from the ancient times when 
  ancient humans (or their ancestors) huddled in the night with (at best) only 
  a fire to protect them. Gul hates fire and technology, as he hates light and the 
  sun. He is a being of cold, darkness, fear, and proximity to the kingdoms of 
  the Dead. Those who serve Gul become like him in time, shadowy ancient 
  things which shun the light and “modern” conveniences in favor of the Old 
  
  38
  Ways. Once a taint has been gained at all levels, further rolls of that taint 
  have no effect. Once all taints are gained at all levels, there is no reason to roll 
  further on this table.
  Roll Result
  1
  Primitive: Gul is from the time of the Old Stone Age. Each time this 
  taint is rolled, the caster becomes more primitive. The first time it 
  is rolled, the caster gains +1 hp per level (including past levels), but 
  gains a beetling brow like that of a Neanderthal. The second time it is 
  rolled, the caster takes a permanent -1d shift on the dice chain to all 
  Intelligence-based rolls except spell checks. The third time it is rolled, 
  the caster must roll all new mercurial spell effects on the Prehistoric 
  Mercurial Magic table on pages 48-58 of The Tribe of Ogg and the 
  Gift of Suss, which is available for free on the Mystic Bull website 
  (https://mysticbull.blogspot.com/2015/08/from-great-sky-gods-falls-
  gift.html). If the judge does not have this resource, the caster instead 
  takes another permanent -1d shift on the dice chain to any Intelli-
  gence-based rolls except spell checks.
  2
  Shadow-kin: When this patron taint is first rolled, the caster’s skin 
  and hair become coal grey over the course of a month, reducing 
  the caster’s Personality by 1 when complete. The second time this is 
  rolled, the caster gains infravision to a range of 60’ (or doubles his 
  range if he already had infravision), and his eyes glow in the dark 
  with a lambent green light. When this taint is rolled a third time, the 
  caster’s infravision is extended by 100’, but the caster also takes dam-
  age when exposed to direct sunlight (1d5 immediately, and 1d7 per 
  turn thereafter). 
  3
  Among the Dead: When this patron taint is first rolled, the caster 
  grows cadaverous. The second occurrence causes the caster to smell of 
  the grave, and takes a -1d penalty on the dice chain to all Personality 
  checks made to influence normal folk. However, at this point most 
  un-dead no longer target the caster, unless the caster targets them 
  first. Only powerful and intelligent un-dead, such as liches and vam-
  pires, realize that the caster still numbers among the living, although 
  they are likely to see her as an ally rather than a threat or victim. The 
  third and final time this patron taint is rolled, the caster takes on the 
  stiffness of the grave, permanently losing 1d3 points of Agility.
  
  39
  4
  Aversions: This patron taint can be rolled up to 5 times. Being con-
  nected to Gul makes the caster averse to certain conditions and sub-
  stances. Each time this patron taint comes up, until the 5th and final 
  time, roll 1d7. The caster takes a -1d penalty to the dice chain on all 
  rolls under the condition indicated, and the effects are cumulative if 
  the same condition comes up more than once. Roll 1d7: (1) outdoors 
  under full sunlight, (2) within 30’ of an open flame, (3) within 30’ 
  of any sort of clockwork or gear system, including a crossbow wind-
  lass, (4) within any man-made surface dwelling more elaborate than 
  a hovel, (5) within 10 minutes of an electrical discharge within line 
  of sight, including lightning flashes, (6) within an hour of noon (11 
  am to 1 pm), whether indoors or outdoors, or (7) within one hour of 
  eating cooked food.
  5
  Ancient of Days: When this patron taint is rolled the first time, the 
  caster appears to age 1d10 years. When rolled a second time, the 
  caster appears to age 1d30 years. When rolled a third time, the caster 
  appears to age 2d24 years. None of these changes affect the caster’s 
  statistics.
  6
  Against Fire and Lightning: In ancient times, Gul was the enemy 
  of Suss, the God of the Sun, Light, and Fire. He was also opposed 
  to Tahor, God of Lightning, who (it is prophesied) in days to come 
  will entirely destroy Gul when men learn to tame the lightning and 
  use it to make night into day. When this patron taint is rolled, Gul 
  demands that his follower undertake a mission against the forces of 
  fire, heat, and technological advancement. Possible missions might 
  be snuffing a sacred flame, destroying a lightning-blasted oak before 
  its heartwood can be harvested, or destroying a mill wheel, dam, 
  aqueduct, or other technological marvel. The first time this result is 
  rolled, the mission is relatively simply, requiring no more than 1d4 
  days of travel, and mandating the defeat of a foe who is 1-2 levels 
  (or Hit Dice) below the caster.  The second time this is rolled, the 
  mission is more difficult.  It may require 1d4 weeks of travel, and the 
  greatest foe is equal in level (or Hit Dice) to the caster.  If this result 
  is rolled a third time, the mission requires 1d4 months of travel, and 
  the foe has 1d4 more levels (or Hit Dice) than the caster.  Failure at a 
  mission focuses the anger of Gul on the errant vassal. Until such time 
  as proper amends are made, Gul may send beings of cold, death (or 
  un-death) and darkness against the character to remind him of his 
  failure. 
  
  40
  Patron Spells:  Gul
  Gul grants three spells, as follows. Each is cast as the clerical spell of the same 
  name, without any penalty to the spell check.  A natural “1” always results in 
  loss, failure, and patron taint. A result of 2-11 results in spell loss and failure.
  Level 1:  Darkness. 
  Level 2:  Word of command.
  Level 3:  Animate dead.
  Spellburn:  Gul
  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the 
  ideas presented therein to create an event specific to your home campaign.
   
  Roll
  Spellburn Result
  1
  Darkness swims before the caster’s eyes, making it difficult to see. 
  Spellburn must be taken from Agility. The darkness fades as the 
  Spellburn heals. The ability to see through darkness, or magic remov-
  ing blindness, have no effect until the darkness has passed.
  2
  Cold seeps into the caster from the Old Darkness. This manifests as 
  Strength, Agility, or Stamina loss.
  3
  As a long-forgotten god, Gul hungers for sacrifices! The caster may 
  gain up to 6 points of Spellburn now, without cost. In return, the 
  caster must ritually sacrifice 1 HD worth of sentient creatures per 
  point of Spellburn to Gul beneath the next dark moon. Failure to 
  fulfill this oath causes Gul to take twice the Spellburn given imme-
  diately upon the sunrise, with each point coming randomly from 
  Strength, Stamina, or Agility. Note that sacrifices can be willing or 
  unwilling, but creatures slain in combat are not considered.
  4
  The caster’s flesh withers, manifesting as Strength, Agility, or Stamina 
  loss. As the Spellburn heals, the caster’s appearance returns to nor-
  mal.
  Judges familiar with The Tribe of Ogg and the Gift of Suss (a free funnel 
  adventure available through the Mystic Bull Games website) might recognize 
  Gul as one of the “Gods of Prehistory” in that adventure.
  
  41
  Appendix B: Researching Cold Stone
  Characters with appropriate backgrounds may have heard of Cold Stone, as 
  it has been around longer than recorded history. Judges are encouraged to use 
  other means of research, such as consulting sages, using oracles (for instance, 
  see The Black Goat or The Seven Deadly Skills of Sir Amoral the Misbegot-
  ten), or using scraps of lore as rewards in other adventures.
  Two methods are supplied for the judge. One is a simple Intelligence check 
  (using 1d20 for characters with applicable occupations, or 1d10 for others). 
  The other is series of small story seeds, lore which can be discovered over the 
  course of play. These should be altered to better fit the judge’s milieu. Opti-
  mally, the judge will use both.
  Intelligence Check
  Result Learned
  5
  Nothing.
  10
  You have some vague memories of hearing about a magic club in 
  really old stories.
  15
  Not only do you recognize the club as Cold Stone from old stories, 
  but you know that no one who has wielded it has survived more 
  than 90 days.
  20
  Not only do you recognize Cold Stone, and know that it is cursed 
  so that none who wields it has ever survived 90 days, but you know 
  one of the following pieces of lore, plus one per point your Intel-
  ligence check exceeded 20.
  Legends of Cold Stone
  1d12 Lore
  1
  The Seven-Day King bore a magical club in his campaign to con-
  quer the Southlands, before succumbing to an assassin’s poison.
  2
  The club was found intact among the bones of mammoths and red 
  elk by Myldur Silver-Eye. Nearby was an ancient and crumbling 
  subhuman skeleton, its skull pierced by sabre-like fangs.
  3
  Kaisan the Strong, who fought for two months against the Island-
  ians with a club that may have been Cold Stone, fell from his horse. 
  His foot caught in his stirrup, and he was dragged to death.
  
  42
  4
  A series of tribal warlords claimed ownership of this weapon in the 
  forlorn lands to the north. Each time their tribe was overrun, only 
  for the club to appear in the hands of the victorious chieftain.
  5
  Zelana the Prophet once declared that, should any dare use Cold 
  Stone and survive its curse, an ancient god would reappear.
  6
  Waldrune the Otter-Son found the weapon, but forbore to wield it 
  when the Reverend Quint declared it cursed. The Otter-Son threw 
  it down a deep hole, and thought it forever lost.
  7
  Moonhawk the Doomed used Cold Stone to defeat the Wyrm of 
  Cocksmoore. He died shortly thereafter in the Siege of Clire.
  8
  Not long before his untimely demise from dysentery, Otto the 
  Belcher found the weapon useful against skeletal dwellers in the 
  Crypts of Durdarian. The club was bequeathed to his son, who was 
  slain by troglodytes, and Cold Stone was lost.
  9
  It is said that Cold Stone spent a full month on the Black Galleys 
  which sail upon the Glass Sea, until ill luck, the deaths of captains, 
  and the wreck of ships forced the weapon to be sent again to the 
  land. 
  10
  Nattack the Lucky bore Cold Stone against the Sky Demons of Ky-
  roth for almost three months before they dragged him to Hell.
  11
  The sword-master Panderson swore to break the curse by hiding for 
  three months in his Nordale mansion. Unfortunately, he died in the 
  Great Nordale Fire, which burned three quarters of the town to ash, 
  two days before the last month ended. The club somehow survived. 
  12
  The club was presented to Algar the Odious by his servitor ghouls, 
  who had found it cast deep within the earth. It was taken by Algar’s 
  henchman, Obb of Xiamark, on a punitive expedition against the 
  Lich-Lord Salmarrian. Neither Obb nor the legions he commanded 
  returned.
  
  43
  Appendix C: Researching Running Water
  Using methods similar to those in Appendix B, characters can also research 
  Running Water.
  Intelligence Check
  Result
  Learned
  10
  Nothing.
  15
  You have heard stories of a magical libram which is never dry, 
  which is said to be bound in the hide of a long-extinct beast from 
  ages before the time of humankind.
  20
  The arcane tome, Running Water, is said to have been written by 
  serpent-men sorcerers, and bound in brontosaurus hide. It is never 
  dry, and, unless completely submerged, will continue to generate 
  water. In addition, you know one of the following pieces of lore, 
  plus one per point your Intelligence check exceeded 20.
  Legends of Running Water
  1d12
  Lore
  1
  The wizard Ecvan Ellairs kept the tome on a marble plinth in his 
  water gardens, and would cast spells directly from its pages.
  2
  Vos the Spell-Thief long sought the secrets of the Serpent-Men’s 
  tongue so that she could utilize this volume. She still seeks the 
  whereabouts of the wizard Paskalune, who commissioned its theft.
  3
  Raiders from Skaaheim once found this book floating in a pool of 
  fresh water atop an iceberg.
  4
  If the ancient leather that protects Running Water have started 
  their slow journey towards rot, one can blame the witch Tulnich, 
  who sought to break the mighty spells protecting the volume for 
  her own ends.
  5
  For a long time, Running Water was kept in the Caliphate of 
  Zuul, where its power to create fresh water was considered a bless-
  ing. In the end, it was stolen by a pair of foreign thieves, Ragland 
  and Yorba Linda, who desired it for their own ends.
  6
  The vagabond-mage Mudtrop swore that he had never held the 
  volume, but when he was slain outside of Arwich Town, the book 
  was found on his person.
  
  44
  7
  There is a cave in Harhasan Valley where Running Water rested so 
  long that a spring formed, which continues to flow to this day. The 
  pirate captain Mevaul met his grisly and glittering end there, it is 
  said, but his crew stole away with the book.
  8
  Running Water was once kept locked in the Church of Ulesh in 
  Portsmouth, along with a dozen other forbidden tombs. When 
  the Church was abandoned, so too was the guardianship, and the 
  books that were once hidden away are not loose in the world.
  9
  The Grey Wizard Who Turned White once cautioned his one-time 
  mentor, the Sour Man, against using the volume because of its 
  prehuman origins.
  10
  The elf sorcerer Thomlin hid Running Water on a world orbiting 
  Procyon in Canis Minor, until it was recovered by a demon of the 
  Outer Dark, summoned by a rival elven warlock named Rava the 
  Pardoner.
  11
  The libram has been traded several times in Golden Shanthopal, 
  both among the sorcerous denizens of that city, and to and from 
  creatures dwelling upon other words who seek them out.
  12
  Running Water was one of several volumes the Blue Circle of the 
  East is actively seeking. Its agents may pay a considerable reward.
  
  45
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wiz-
  ards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, en-
  chantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, sym-
  bols, or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create Deriva-
  tive Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu-
  tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms 
  of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copy-
  right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indica-
  
  46
  tion as to compatibility, except as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agree-
  ment with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which por-
  tions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distrib-
  ute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sub-
  licenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  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.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
  games.com or contact info@ goodman-games.com
  Adventure Locale 9: Cold Stone and Running Water © 2018, Purple Duck Games; Author 
  Daniel J. Bishop
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by 
  Goodman Games. This product is published under license. Dungeon Crawl Classics and 
  DCC RPG are trademarks of Goodman Games. All rights reserved. For additional informa-
  tion, visit www.goodman-games.com or contact info@goodman-games.com.
  Open Game Content: All text is considered Open Game Content, except 
  that already identified as Product Identity under the DCC RPG open license 
  declaration.
  
  47
  1 
  2 
  3 
  4 
  6 
  7 
  10 
  8 
  13 
  12 
  22 
  18 
  17 
  14 
  16 
  5 
  15 
  19 
  21 
  23 
  11 
  9 
  20 
  Judge Map
  by Daniel Bishop
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/AL 9 Danger in the Deep (DCC).pdf