TEXT:  
  FILLING IN THE GAPS FOR OLD SCHOOL GAMERS 
  The Book of Low Level Lairs I 
  A Free Resource for the Players of 1st Edition 
  AD&D, OSRIC, and Similar Fantasy Role 
  Playing Games  
  Compatible with AD&DTM/OSRICTM 
  Publication 
  &1003 
  Adventure &3      by Andrew Hamilton 
  encounters for 1st to 4th level characters 
  
  2
  &1003
  Publication #
  Decostop's Book of
  &1003
  Low Level Lairs I
  The Staff
  Chief Editor/Layout:
  Bryan Fazekas
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  Andrew Hamilton
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  Ralph Glatt
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  Handley Jackson
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  &1003
  3
  Decostop's Book of Low Level Lairs I
  Contents
  Brown Bear .................................................................. 6
  Crabmen ...................................................................... 7
  Dogs............................................................................. 9
  Firedrakes.................................................................. 13
  Firenewts 1 ................................................................ 14
  Firenewts 2 ................................................................ 15
  Gambado ................................................................... 18
  Giant Crabs................................................................ 20
  Giant Frogs ................................................................ 22
  Giant Porcupines ....................................................... 24
  Giant Rats .................................................................. 25
  Giant Ticks................................................................. 27
  Gnoll Lair................................................................... 29
  Goblins ...................................................................... 33
  Hobgoblins ................................................................ 35
  Kenku ........................................................................ 39
  Lizard Men ................................................................ 42
  Wild Cattle................................................................. 44
  New Spells................................................................. 46
  About the Artist
  A bit about Chris Letzelter:
  In 1965 an unexpected meeting led to me meeting the
  world nine months later. Within thirteen years I was the
  owner of a Holmes D&D boxed set, quickly climbing the
  ladder to Advanced D&D the next year.
  After nine years heavily saturated in fantasy role-playing
  I put it away to be a father and husband, only
  occasionally bringing out some hand-made maps and
  dungeons to reflect wistfully upon.
  Fast-forward nearly twenty-three years and my best
  friend from high school talks me into getting out the
  books and dice for our kids to try with us. I got sucked
  right back into the game.
  I'm an Art Director by day now working for the
  government, a prop maker every once in a while, and
  find that AD&D has taken over much of the rest of my
  life. When I'm not designing my own dungeons I'm
  doing cartography or illustrations for someone else.
  To the best of the author's knowledge, all other images in this document are public domain clip art. I rely on various
  websites to source my art work.  Other than the cover and maps, all of the images are sourced from ClipArt ETC
  (http://etc.usf.edu/clipart/)
  Page 2 – Castle
  Page 3 – Armored Man
  Page 8 – Crab
  Page 9 – Shark
  Page 11 – Dog
  Page 12 – Cleric
  Page 14 – Falcon
  Page 19 – Farm House
  Page 21 – Cave on Sea Shore
  Page 22 – Ship
  Page 22 – Crab
  Page 23 - Pond
  Page 24 – Frog
  Page 25 – Porcupine
  Page 26 – Farm Yard
  Page 27 – Rats
  Page 28 – Stream
  Page 28 – Bull
  Page 35 – Wolf
  Page 36 - Wheat
  Page 37 – Countryside
  Page 41 – Big Tree
  Page 42 - Mercenaries
  Page 44 - Bull
  Page 45 - Lion
  Page 45 - Wolf
  Page 47 – Bridge & Tower
  
  4
  &1003
  Introduction
  I've always liked a sand-boxy approach to a campaign,
  where the PCs are adventurers, wandering swords for
  hire, seeking treasure and excitement, rather than having
  some huge over-arching plot and grand plan. However,
  to help keep the game moving along as the players
  decided where to wander next, I found that rumors,
  small encounters and side-trek adventurers were a
  necessity. That need spawned an awful large number of
  lairs. Initially I bundled them all up together, but the
  result was an unworkably large document. I then broke
  up the lairs by the level of characters the encounter was
  intended to challenge; which resulted in a much more
  manageable document.
  This document contains adventures that are intended to
  challenge low level characters (levels 1 to 4). There are
  very few encounters for 1st level characters; I tend to start
  play at 2nd level so 1st level encounters aren't something
  I need.
  Many of these "lairs" were originally posted on the
  Dragonsfoot website (http://www.dragonsfoot.org), in
  the "Workshop", where a number of other excellent
  "Lairs" and adventures have been posted by other
  authors. I highly recommend that you take a spin
  through the Workshop and see what's there. Others have
  been published in the pages of & Magazine (which can be
  downloaded for free at http://www.and-mag.com). Some
  are new. Hopefully you'll find this to be of interest and
  use.
  If you want to contact me, or give me feedback, you can
  find me on both osrgaming.org and Dragonsfoot, where I
  go by the user ID decostop.
  Disclaimer
  All of this "written" work is my own, although I have
  received constructive feedback from various individuals
  on the Dragonsfoot forums, or by e-mail, and I get
  inspiration from all kinds of places (often realizing it after
  the fact). In those cases where I use the work of others
  (such as monsters published in Dragon Magazine) I try to
  give appropriate credit to the creator of that work. Also,
  and obviously, this work also relies on the 1st Edition
  AD&D rules. I make no claim to ownership of any of the
  rules, creations, or public domain images that I reference
  or rely on.
  Next, I'm making this freely available for the enjoyment
  of gamers. Feel free to use it, pass it around, or link to it
  on your site (just give me credit please!).
  DM's Note: The level of each lair is based upon the
  author's campaign. Each DM should review each lair
  prior to use and determine if the material as written is
  appropriate for their campaign.
  Lair Format
  Each lair generally consists of the setup, the encounter,
  and loose ends. The setup is intended to provide a means
  of introducing the encounter into an existing campaign.
  More than one setup may be provided. Similarly the
  loose ends portion of each encounter is intended to
  provide ideas for keeping the plot hook active in the
  campaign and creating related encounters.
  Books
  Each lair lists the books necessary (or useful) to run that
  lair. The following abbreviations are used in this manual,
  although not necessarily all of the following are
  referenced:
  Abbrev
  Book Name
  DMG
  Dungeon Masters Guide
  DSG
  Dungeoneers Survival Guide
  FF
  Fiend Folio
  MotP
  Manual of the Planes
  MM
  Monster Manual
  MM II
  Monster Manual II
  PHB
  Players Handbook
  UA
  Unearthed Arcana
  WSG
  Wilderness Survival Guide
  Image Credits
  All of the maps are the author's own work. Please pardon
  my limited artistic skills and my lack of cartographic
  software. I don't do this for a living.
  
  &1003
  5
  Anhkheg
  Texts Required:
  PHB, DMG, MM
  Monster:
  Anhkheg (2 or more)
  Terrain:
  Rural, agricultural area (preferably old
  lake bed, with deep, stone free soil)
  Party Levels:
  3rd to 4th, total party levels
  approximately 20
  Experience:
  Total:
  2,765
  xp + bonus
  Monster:
  2,765
  xp (kill all)
  Treasure:
  0
  xp + bonus (500 xp each)
  The Setup
  DM's note: this "lair" works well when used with an
  existing farming community, and the DM should use a
  map of an existing village and surrounding farms.
  "You know Edgar James? That's right, the farmer whose
  place is out on the Old Mill Trail, south of Burberry
  Creek. He disappeared today. His wife Mabel said he
  was walking out to the back 40 after lunch, and she was
  watching him, then "pouff", he was gone. She's scared
  right outta her wits, came running over like a troll was
  chasing her. I'm gonna round up some of the boys and go
  take a look. I don't suppose any of you have seen Jarvis? I
  went by his place and its deserted."
  If the party chooses not to get involved, a few more
  villagers will go missing, as will a few dogs, and some
  livestock. At some point, the party should feel compelled
  to investigate (and someone will scrape together a
  reward for extremely mercenary PCs). If the party goes to
  investigate, they will find that the spot where Edgar
  disappeared is marked by a patch of loose dirt, like
  something burrowed up from below. Similar disturbed
  areas can be found in the vicinity of Jarvis's place, and
  some of the paddocks where livestock went missing.
  A mated pair of anhkhegs has recently come to the area,
  and the female has laid a number of eggs, which recently
  hatched. The hatchlings have a voracious appetite, and
  the male has begun hunting non-stop in order to keep the
  hatchlings fed. Eventually, the PCs have a run in with the
  anhkheg.
  The first encounter with the anhkheg should take place in
  an open area, possibly at the scene of a past
  disappearance. The anhkheg will erupt out of the
  ground, spit acid (1st round, likely with surprise), grab
  nearby prey (a PC or NPC, whichever is closer, on the
  2nd round), and retreat into its tunnels (on the 3rd
  round). Such a grab may be judged to take place on an
  attack roll of 4 or more than the base "to hit" target. A
  grabbed opponent will automatically suffer mandible
  damage each round (no to hit roll required), and must
  either "bend bars" or cause 12 hp damage to the anhkheg
  to escape. Grabbed PCs attack at a penalty of -2 to hit and
  damage.
  The anhkheg is interested in getting food for its mate &
  hatchlings, and will not get involved in protracted fights,
  instead fleeing back to its tunnels.
  The tunnels are filled with loose dirt, more like an
  earthworm tunnel that collapses in on itself than the open
  tunnels dungeon crawlers prefer. PCs can dig to try and
  follow the anhkheg, but such an effort will be very slow
  and labor intensive. Options to find the anhkheg include:
  
  mapping all of the disappearances and looking for
  a pattern (which will work, the anhkheg is
  generally hunting in a circular territory around its
  lair),
  
  getting all of the livestock and people in one place,
  forcing the anhkheg to come to them (which he will
  eventually do)
  
  setting out live bait (like a few goats tethered to a
  stake in an open field), which will also eventually
  work, or
  
  using magical divination (e.g. augury, speak with
  animals, etc.)
  It is likely that PCs will kill the male anhkheg without
  learning about the mate and hatchlings. In this case,
  things will be quiet for a few days, then the attacks will
  resume, and escalate, as 5 hungry anhkhegs begin eating
  everything that they can catch. If the hatchlings are not
  killed in one weeks' time, they will grow and add 1 HD.
  The anhkheg's den is located deep underground (30'
  down), but it does not have open tunnels leading into
  and out of it. While there is no direct access to the den,
  there are several tunnels to the surface that could be
  cleared with labor or magic (e.g. dig), letting PCs get
  right to the root of the issue.
  Anhkheg, male (x 1) AC 2 (belly 4), HD 8, hp 47, MV 12"
  (6"), Att 1, Dmg 3d6 (+1d4 acid/turn), SA spit acid (8d4
  hp, save vs breath for ½ damage, surprise, SD n/a, AL N,
  Size L, XP 1,395
  
  6
  &1003
  Anhkheg, female (x 1) AC 2 (belly 4), HD 6, hp 37, MV
  12" (6"), Att 1, Dmg 3d6 (+1d4 acid/turn), SA spit acid
  (8d4 hp, save vs breath for ½ damage, surprise, SD n/a,
  AL N, Size L, XP 622
  Anhkheg, hatchlings (x 4) AC 2 (belly 4), HD 3, hp 14,
  MV 12" (6"), Att 1, Dmg 2d6 (+1d4 acid/turn), SA spit acid
  (4d4 hp, save vs breath for ½ damage, surprise, SD n/a,
  AL N, Size M, XP 187 each
  The anhkhegs have not collected any significant treasure,
  just incidental coins that various victims were carrying
  (97 cp, 38 sp, and 4 gp). The villagers might be able to
  scrape up 200 gp in rewards (mostly in the form of
  chickens, cattle, etc.). Any PCs who decline a reward will
  eat & drink for free for the next month or so, and find
  that they get a 10 to 20% discount for the next few
  months. They also get a 500 xp bonus.
  Brown Bear
  Texts Required:
  PHB, DMG, MM
  Monster:
  Brown Bear (1), possibly Goblins and
  Worg
  Terrain:
  Forest, Borderland or Wilderness
  Party Levels:
  1st to 3rd level, combined party levels
  of 6 to 12
  Experience:
  Total:
  505 xp (844 with goblins)
  Monsters:
  480 xp (819 with goblins)
  Treasure:
  25 xp + random
  The Setup
  1) While traveling in the wilderness, the adventurers
  come across a dead pack mule in the middle of a clearing.
  The carcass was obviously dragged by something big.
  The mule suffered vicious claw and bite wounds to the
  head and neck.
  2) while traveling in the wilderness, the adventurers
  come across two humans, dressed in foresters clothing.
  They lie on the ground with limbs at unnatural angles -
  either dead or unconscious.
  Background
  A pair of prospectors was making their way back to town
  for supplies, when they encountered a hungry brown
  bear. The bear surprised them, and proceeded to attack
  the mule that the prospectors were leading. When the
  prospectors tried to intervene, they each took a swipe
  from the grizzly's paw for their troubles.
  The prospectors (F0 equivalent, each normally with 5 hp,
  but currently at 0 and hovering on death's door) will
  recover if attended to, or expire if left alone. Helping the
  prospectors will result in one reviving, looking about
  wildly (but weakly) and crying out about "the map". He
  will ask the party to find the mule and rescue the map
  (and will warn them about the big bear).
  There are drag marks into the bush, something big was
  dragged away by something bigger (anyone can identify
  the mule tracks as being a mule, pony or pack horse with
  horse shoes, but a skilled tracker is required to identify
  the grizzly bear tracks).
  The bear dragged the mule about 100 yards, and then lay
  down to rest. The bear is currently lying in thick brush,
  enjoying some shade. It will charge anyone that touches
  the mule carcass.
  PCs can stand and fight, or flee. The grizzly will not
  pursue anyone who runs away, content to have protected
  its meal.
  Speak with Animals will find the bear to be grouchy and
  completely unreasonable when it comes to letting anyone
  near the mule. To recover the supplies on the mule PCs
  will have to kill or drive off the grizzly (the grizzly will
  flee if it suffers more than 20 hp damage, or 10 hp of fire
  damage), use more powerful magic (Charm Mammal,
  Charm Monster, Animal Friendship), or wait for a day until
  the bear finishes up and wanders off.
  Grizzly Bear (x 1): AC 6, MV 12", HD 5+5, Hp 30, Att 3,
  Dmg 1d6/1d6/1d8, SA hug for 2d6 damage (if paw strikes
  on 18+), SD fight to -8 hp, Int semi, AL N, Size L (9'+ tall),
  XP 480.
  Loose Ends and The Mine
  The prospectors are so concerned about the pack because
  it contains a map to what they believe is the Lost Lemon
  Mine, as well as a detailed set of notes and some samples.
  
  &1003
  7
  If the DM is looking to bring a little more trouble the PCs
  way (although a fight with a 5+5 HD creature should
  leave a 1st level party battered and bruised), then the
  prospectors attracted the wrong kind of attention at the
  mine site. A goblin scout found the mine site, and when
  the prospectors moved on, the goblin checked out the
  mine, and found Gold!
  Now the goblins are occupying the mine, and sent a band
  of goblin warriors after the prospectors, hoping to kill
  them and keep the mine a secret.
  Goblin (x 8): AC 6, MV 6", HD 1-1, Hp 4, Att 1, Dmg 1d6
  or by weapon, Int Average, AL LE, Size S (4' tall), XP 14
  each. Each goblin has a sling, a short sword and 3d6 sp.
  Goblin Leader (x 1): AC 6, MV 6", HD 1, Hp 7, Att 1, Dmg
  1d6 or by weapon, Int Average, AL LE, Size S (4' tall), XP
  17.
  Worg (x 1): AC 6, MV 18", HD 4+4, Hp 24, Atts 1, Dmg
  2d4, SA nil, SD nil, MR Standard, Int Low, AL NE, Size L,
  XP 210.
  Rewards
  The prospectors can provide the adventurers with a small
  reward (25 gp or so in mixed coins). They will downplay
  the mine, and talk about how much work it will be, that
  there probably isn't much there, etc.
  Of course, once they return to the mine and find goblins
  working hard taking "their" gold, the prospectors are
  likely to find the PCs and offer them a job.
  Crabmen
  Texts Required:
  PHB, DMG, MM, FF
  Monster:
  Crab Men (11) and Sahuagin
  Terrain:
  Sea Coast
  Party Levels:
  3rd to 4th
  Experience:
  Total:
  4,038
  xp
  Monster:
  1,853
  xp (kill all)
  Treasure:
  425
  xp
  Bonus:
  160
  xp/crabman saved by the party
  (1,760 xp possible)
  The Setup
  The party has been contacted by a local farmer, who just
  had one of his goats attacked and killed by monsters
  from the sea. The monsters walked like men, but had a
  hard shell instead of skin, and crab-like pincers instead of
  hands. He wants the monsters killed before they start
  attacking women & children.
  The Threat
  Recently a group of crabmen has been trapped in a small
  bay for over two weeks after being chased by a sahuagin
  hunting party. The crabmen have exhausted the food
  supplies in the bay, and are beginning to get desperate,
  as each time they enter the water they run the risk of
  being attacked by the sahuagin. Their desperation has
  driven them to go foraging on land, and they have
  indeed attacked and killed some livestock, dragging the
  bodies back to the bay.
  Currently, the sahuagin have only made one attempt to
  attack the crabmen on land, but without the aid of their
  hunting sharks, the sahuagin found that the crabmen
  were a tougher foe than anticipated, losing three
  members of their raiding party. Still, having such a
  delicacy so close to hand, the sahuagin have instructions
  
  8
  &1003
  to bring the crabmen back to the sahuagin Baron as a
  feast.
  Getting To The Bay
  It should be fairly easy for the adventurers to determine
  where the "marauding sea monsters" came from, as the
  crabmen made no effort to hide their tracks. The trip to
  the bay should be uneventful, and if the adventurers take
  time to observe the area before they charge in, they will
  see that the crabmen have all of their attention focused on
  the bay, and while the crabmen will soak in some tide
  pools, they do not enter the sea, ever.
  The bay is approximately 200' wide, and runs back from
  the sea about 350', with a series of tide pools along the
  rear and southern shores. The north shore is a sheer cliff
  face (rising 30' above the high tide line). A small stream
  flows into the bay from the south. The beach is rocky,
  and the rocks are barnacle encrusted (think a Pacific
  North-West beach), making for uneven footing. A large
  amount of driftwood has also washed up on shore here,
  some of the driftwood is actually large logs, more than 3'
  in diameter. PCs would be able to use some of these as
  cover or barriers in the event of a melee (25% to 50%
  cover, for a –2 to –4 Armor Class & saving throw bonus).
  The water gets deep quickly, with the bay bottoming out
  at 80' of depth in a muddy & silty bottom. The water is
  neither crystal clear or murky, but is a deep green with
  20' of visibility.
  The Quandary
  The crabmen are normally very peaceful folk, and they
  have lived in the vicinity of the human villages for
  decades without incident. If not for their current situation
  and looming starvation, they would not have interfered
  with the surface world. If adventurers are able to
  communicate with the crabmen, it will quickly become
  obvious that they are frightened, and meant no harm
  when they killed and ate the goat; they honestly did not
  realize that it belonged to someone (other than the desire
  to hoard silver, the crab men don't have the kind of
  culture that differentiates personal vs. communal
  property).
  Unfortunately, the crabmen are not willing to enter the
  water and leave as long as the sahuagin are offshore,
  waiting. Even if they are attacked, or driven into the
  water at sword-point, they will go no deeper than chest-
  deep water, and return to shore as quickly as possible.
  The crabmen will not do a very good job of explaining
  the reason for their reluctance for entering the water
  (these crabmen have an intelligence of Low, or 5 to 7),
  which should lead to some confusing interchanges with
  the adventurers.
  Assuming that the adventurers don't just descend into
  the bay and engage in a killing spree (and if this is the
  case, the crabmen will fight to the best of their abilities),
  the crabmen will not offer any violence. Even the dullest
  adventurer should realize that there is more going on
  here than meets the eye. Should the adventurers remain
  in the bay with the crabmen until dusk, they will be
  present when a reinforced sahuagin hunting party
  launches an attack.
  The crabmen will respond to the attack violently, but in a
  panicked fashion, eliminating the ability for the
  adventurers to launch a coordinated response. The
  sahuagin, being quite intelligent, will work to focus their
  attacks on the surface dwellers, intent on keeping their
  presence in this region a secret for as long as possible.
  Despite their aggressiveness, the sahuagin are not
  suicidal, and each will retreat after suffering 8 or more hit
  points of damage.
  The sahuagin will initially attack by hurling harpoons at
  their chosen targets. On successful hits, one sahuagin will
  work to keep the harpoon line taut, while one or more
  additional sahuagin will move to melee with the
  harpooned target. Alternately, if more than one harpoon
  can be "attached" to a target, the sahuagin will attempt to
  drag that target into the water so that their hunting
  sharks can attack. The sharks are able to attack in as little
  as 4' of water (a depth reached about 6' to 10' off shore).
  DM note – harpoon rules can be found in Unearthed
  Arcana. For DM's lacking that resource, on a successful
  harpoon strike, a line has been fixed to the target, and the
  harpoon thrower can drag the target 1" closer per round.
  To free oneself from the harpoon, a save vs poison is
  required. Failure to save means the harpoon remains
  attached, and the victim takes an additional 1 hp damage
  per round.
  Expecting to have been facing a much smaller force,
  consisting only of crabmen, the sahuagin attack is not
  well planned. However, the sahuagin will respond
  intelligently, and are used to fighting as a team.
  Crab Men (x 11) AC 4, HD 3, hp 15 each, MV 9"//6", Att 2,
  Dmg 1d4/1d4, SA none, 80%, AL N, Size L, XP 80 each
  The crabmen have no possessions, and are so desperate
  and fearful of the sahuagin that they will ignore the
  presence of any silver that the party may be carrying.
  
  &1003
  9
  Sahuagin (x 10) AC 5, HD 2+2, hp 11 each, MV 12"//24",
  Att 1 (weapon) or 3 (claws & bite), Dmg by weapon or
  1d2/1d2/1d4, SA none, AL LE, Size M, XP 57 each
  Sahuagin Lieutenant (x 1) AC 5, HD 3+3, hp 17, MV
  12"//24", Att 1 (weapon) or 3 (claws & bite), Dmg by
  weapon or 1d2/1d2/1d4, SA none, AL LE, Size M, XP 153
  Sahuagin Chief (x 1) AC 5, HD 4+4, hp 24, MV 12"//24",
  Att 1 (weapon) or 3 (claws & bite), Dmg by weapon or
  1d2/1d2/1d4, SA none, AL LE, Size M, XP 250
  Each sahuagin is armed with a harpoon (2d4/2d6 S-M/L
  damage, 1"/2"/3" throwing range), and a trident
  (1d6+1/3d4 S-M/L damage). They will hurl the harpoon,
  and then melee with the trident if they miss with the
  harpoon. If they successfully hit with the harpoon, they
  will attempt to drag the victim into the water.
  Each sahuagin has a pouch with 4 small pearls. The
  lieutenant has 9 small pearls, , and the chief has 11 small
  pearls and 5 larger pearls. The small pearls are worth 5
  gp each, the larger ones 25 gp each.
  Sharks (x 4) AC 6, HD 5, hp 24 each, MV 24", Att 1, Dmg
  2d4, SA none, AL N, Size L, XP 210 each
  Loose Ends
  Sahuagin are new to the region, and represent a new
  threat. They may begin attacking coastal communities,
  shipping, and other peaceful marine communities (like
  they have with the crabmen). Adventurers may find
  themselves called upon to defend sailing ships, fishing
  vessels, and coastal communities. An underwater
  expedition may be in the works.
  If the party did not kill the crabmen, they may have some
  allies, and the crabmen are quite willing to relocate to a
  bay much closer to one of the fishing communities, acting
  as a sort of early warning. If the party took the farmer's
  story at face value, and just killed the crabmen on sight,
  then the surface communities will not have advance
  warning of the sahuagin menace. The first that the
  surface dwellers will know of the sahuagin is when one
  of the coastal communities (a small fishing village) is
  attacked by sahuagin raiders.
  Alternate Setups
  If the adventurers are involved in a sea-faring campaign
  or series of adventures, there is the possibility that they
  stumble upon this bay while looking for shelter from a
  storm (it is excellent anchorage) or fresh water.
  Dogs
  Texts Required:
  PHB, DMG, MM, UA
  Monster:
  Dogs (varies)
  Terrain:
  Rural
  Party Levels:
  4th, total party levels approximately 20
  Experience:
  Total:
  varies
  Monster:
  varies
  (kill all)
  Treasure:
  varies
  The Setup
  The adventurers have been making their way to the small
  town of Nowhere, intent on exploring (and looting) some
  local burial crypts rumored to be stuffed with treasure
  and undead guardians. Along the way, they've noticed a
  complete absence of travelers on the road. Extremely
  perceptive PCs might notice that the farms are missing
  the usual watch dog or two, and that livestock are locked
  up tight.
  DM Note: The Town of Nowhere is a place-holder name,
  and it is intended to be replaced with a small agricultural
  
  10
  &1003
  community located in an appropriate region of the DM's
  campaign world.
  The Background Story
  The adventurers have stumbled, completely unwittingly,
  into the middle of a plot by Freln, a priest of Kiputytto
  (goddess of sickness, Mother of the Plague) to
  demonstrate the power of his patron. This priest is
  actually being manipulated by another priest, Gorahk, a
  worshipper of Hiisi, the God of Evil. None of this will
  really be relevant to the adventurers, or the locals for that
  matter, at least until the packs of mad dogs have been
  dealt with.
  Several weeks ago, two evil priests of different faiths met
  while traveling. Initially wary of each other, they still
  shared a meal, and had a long and pleasant discussion of
  the various schemes each had to further the cause of their
  patron Power. Gorahk, the smarter of the two, was able
  to come up with a scheme that let both priests further the
  aims of their faiths simultaneously. Being fairly
  charismatic, Gorahk was able to inspire Freln in fairly
  short order, plans were made, and the two clerics parted
  ways planning to converge on the town of Nowhere
  within the next few days. After that, all it took was the
  theft of a few dogs, and suddenly the countryside was
  being terrorized by packs of rabid dogs.
  Currently, packs of rabid dogs are roaming the country-
  side, attacking anything they come across, and spreading
  a fatal disease. The rabies epidemic has been spread and
  sustained by Freln, although Freln was inspired by
  Gorahk. Gorahk also took a few steps of his own to
  ensure that the epidemic causes as much terror as
  possible.
  The townspeople and farmers are currently living in fear,
  afraid to go out, and unable to do anything to save their
  sick family and friends. The arrival of an adventuring
  party will seem like an act of the Gods.
  The Pack
  The adventurers will have their first encounter with the
  packs of dogs (1 dog per character & animal, minimum of
  9 dogs) on the outskirts of town. The dogs will head
  straight for the adventurers, and will attack viciously
  without any provocation. They do not use any tactics,
  other than to mass up on one or three targets. The pack
  will attempt to overbear a victim (as per page 108 of
  Unearthed Arcana), at which point they will attack the
  prone character (who loses shield and Dexterity bonuses,
  fights at a -2 penalty to hit, and is attacked at a +4 bonus
  to hit). When overbearing, the pack of dogs attacks as a
  single entity, with a bonus of +2 to hit for each additional
  attacker past the first. A total of 8 small creatures may
  attempt to overbear a man-sized target (at a bonus of +7
  to hit), and 6 man-sized creatures may attempt to
  overbear a man-sized target (at a bonus of +5 to hit).
  Attacking a pack of dogs that has dragged down a
  character will put the victim at risk. Any successful melee
  attack has a 1 in 6 chance of hitting the character at the
  bottom of the dog-pile, and any missed melee attack has
  a 2 in 6 chance of hitting the character at the bottom of
  the dog-pile.
  In the process of tracking and killing the remainder of the
  rabid dogs, the PCs should encounter another 2 to 3
  packs, each consisting of 2d4+6 dogs. The packs will be
  easy to find as they are prowling the area, and will be
  near the farms, or even coming into town, and they are
  not making any effort to be stealthy.
  Where possible the dogs will attempt to drag prey to the
  ground (overbearing attack) and tear it apart. In this
  scenario they attack at +2 (from the rabies bonus, not
  including modifiers for the number of attacking dogs) on
  the initial overbearing attack, and then attack 2 times per
  round once the victim is prone. In an open area, or where
  PCs are back to back or shoulder to shoulder to prevent
  such overbearing attacks, the dogs will generally attack
  twice per melee in a frenzy (although the DM may
  choose to let them attack at +2 against low AC
  opponents).
  DM Note: the effects of the rabies makes the dogs
  aggressive, and they fight like berserkers and wild boars
  combined. Any successful hit ("bite") will transmit the
  rabies disease (which will be fatal within 1d6+4 days, and
  may only be cured by magical means). (DM's Note: It is
  not recommended to allow a saving throw to avoid the
  disease, but a kindly DM may choose to allow a save vs.
  Poison at -4 to avoid catching the disease.)
  The majority (3 in 4) of the dogs are smaller, 40 to 80 lbs,
  and represented by the "1+1 HD hunting dog" monster
  entry. The other one-quarter are larger (100 lb+) dogs
  represented by the "2+2 HD war dog" monster entry. If
  the DM feels the need to challenge the party he may
  increase the number of large dogs, or even treat all of the
  dogs as "rabid war dogs".
  Dog (Rabid, Hunting) (# varies) AC 7, HD 1+1, hp 5
  (average), MV 15", Att 1 (or 2), Dmg 1d4 (bite), SA
  berserk, attack as a berserker (either +2 to hit or +1
  attack), infectious bite, continue to fight to -5 hp, SD
  
  &1003
  11
  immune to charm & fear, AL N, Size S, XP 46 average (36
  + 2 xp/hp)
  Dog (Rabid, War) (# varies) AC 7, HD 2+2, hp 11
  (average), MV 12", Att 1 (or 2), Dmg 2d4 (bite), SA
  berserk, attack as a berserker (either +2 to hit or +1
  attack), infectious bite, continue to fight to -5 hp, SD
  immune to charm & fear, AL N, Size M, XP 98 average
  (65 + 3 xp/hp)
  The Situation
  Almost every dog in the town and surrounding region
  has been infected, and is roaming at large, posing a
  serious danger to any traveler, resident, livestock, or wild
  animals. In addition, a number of townsfolk are sick and
  all of the herbal medicines and remedies that they have
  are having no effect. Magical intervention is impossible
  as both the local cleric and druid are missing, the men
  sent to look for them came back with dog-bites, and the
  men sent to the next village (2 days ago) have not
  returned with help.
  The townsfolk will be overjoyed with the arrival of an
  adventuring party. Although the town is not wealthy,
  adventurers will be promised a bounty of 5 gp per
  infected animal they kill, as well as free room and board
  while they are in the process of helping control the
  spread of the illness.
  The townsfolk cannot afford to pay for magical cures, but
  will implore any clerics in the party for assistance. Eleven
  people, four of which are children, have been infected
  with rabies and are dying (each will survive 1d6+1 days,
  determined randomly). Should a cleric or paladin render
  aid (a cure disease spell or effect will result in a complete
  recovery), they will receive a 150 xp bonus for each
  infected individual that they save.
  DM's Note: this is an opportunity to introduce the "slow
  disease" spell to PCs, if the DM feels that the cleric's
  patron Power would take an interest in saving the lives of
  these people, as slowing the disease would increase the
  chances of a 5th level cleric (who can at best cast 2 cure
  disease spells a day) to keep all of the townsfolk alive,
  and save his adventuring companions (who are also
  likely to get infected).
  If extremely mercenary or selfish PCs demand payment
  for healing, the townsfolk will be able to offer some land,
  and a small cottage (assume a value of 500 to 750 gp).
  Obviously PC alignments must be taken into
  consideration.
  Investigating
  In addition to the need to track down all of the rabid
  dogs, a number of clues may begin to emerge that
  indicate that a lot more is going on than meets the eye.
  
  Dogs started going missing from farm yards about
  2 weeks ago.
  
  The first rabid dog packs appeared 5 days ago, and
  the illness has spread quickly, and to animals that
  were not in contact with the roaming packs.
  
  The druid's body is still in his grove, he was
  obviously attacked and killed with blunt weapons.
  
  The cleric was killed (signs of a struggle can be
  found in the cleric's personal quarters, but Gorahk
  covered his tracks with a Silence 15'r), and the
  body has been thrown into a midden.
  
  Two new fellows have been seen around town, one
  came and went a few times, always coming and
  going from the north. They didn't appear to know
  each other, and no one recalls seeing them together.
  One was pale, unfriendly and maybe even a little
  sickly. Whenever he came and went, he came from
  the north. The other, quite friendly and charming,
  wore robes, and claimed to be a sage.
  Auguries or other divination magic may help shed some
  light on the plot, as will finding the shack which will
  contain evidence (such as a pile of collars, the kennels, an
  unholy symbol, etc.) that begins to point the PCs in the
  right direction.
  The Priests
  The two priests that are behind all of this trouble are
  maintaining a low profile, not wanting to get involved in
  any conflict, or draw the attention of any "heroes".
  Freln of the Bleak Touch, human male, priest of illness
  (Cleric 6, AC 7 (leather armor +1), HD 6d8+6, hp 31, MV
  
  12
  &1003
  12", Att 1, Dmg 1d6+1 (staff+1), SA spells, SD immune to
  disease, spells, AL NE, Size M, XP 648
  Str 12, Int 11, Wis 16, Dex 11, Con 15, Cha 9
  Spells (5/5/2) cause light wounds, command, cure light
  wounds, protection from good, sanctuary; hold person,
  silence 15'r, slow disease (x 2), speak with animals; carry
  disease, prayer
  Items: ring of animal friendship, potion of gaseous form,
  potion of poison
  Freln has been making liberal use of the Slow Disease spell
  and the Carry Disease spell (for details see "New Spells"
  Section) to take a single case of rabies and turn it into an
  epidemic. Freln was inspired by the cleric Gorahk, and in
  fact Gorahk was kind enough to "provide" Freln with a
  scroll of seven "slow disease" spells and a small kennel
  and shack (hidden in a small stand of trees a few miles
  from town) to help get the first infected dog pack
  together.
  Freln has setup shop in a small shack a few miles north of
  town, in a small stand of trees. The building is pretty well
  camouflaged, as are the kennels beside the shack. Freln
  gathered dogs here (after using his ring of animal
  friendship to lure dogs away from their homes) until he
  has enough to infect them all with rabies and set them
  loose. There should be enough evidence in the shack to
  connect Freln and his faith to the packs of rabid dogs.
  Gorahk, The Chaos-Bringer (human male, Cleric 7, AC 5
  (Bracers of Defense AC5), HD 7d8, hp 30, MV ", Att 1,
  Dmg 1d6+2 (footman's mace +2), SA spells, SD spells, AL
  CE, Size M, XP 950
  Str 10, Int 15, Wis 15, Dex 10, Con 11, Cha 15
  Spells (5/4/2/1): Cause Light Wounds, Command, Cure
  Light Wounds, Curse, Protection From Good; Chant,
  Hold Person (X 2), Silence 15' Radius; Dispel Magic,
  Prayer; Cause Serious Wounds
  Items: Ring of Human Influence, Potion of Invisibility
  (8 doses), Philter of Glibness (2 doses), Scroll of Remove
  Curse, Curse, Prayer
  After inspiring Freln, Gorahk took some steps to help the
  dog packs spread chaos, the first of which was to
  assassinate the local druid, followed by assassinating the
  local cleric. Then he settled in to watch. Once the
  adventurers arrive, Gorahk will pack up and leave, not
  wanting a direct confrontation with a band of armed
  heroes. That may not be the end of him however, as
  described in "Alternate Set Up and Endings", below.
  Alternate Setups and
  Endings
  The adventurers may have been hired by a local lord or
  magistrate to travel to the Town of Nowhere and assist
  the locals in putting down all of the diseased animals,
  burning the bodies, and helping restore order.
  Alternately, the party may have been tasked to travel to
  Nowhere by a church one of their members worships at.
  In this case, the clergy has witnessed some ill omens and
  has decided that investigation is warranted.
  If Freln's involvement is not identified, he will use the
  "carry disease" spell to introduce rabies into the local
  animal population in an effort to keep the epidemic going
  as long as possible. Then he will set out on the road
  intending to replicate this epidemic at another small
  town or village.
  Gorahk will seek out some local brigands or humanoid
  bands, and convince them that the Town of Nowhere is
  now easy pickings, having lost almost all of their guard
  animals, some of their healthy young men, and still being
  in the process of recovering from a nasty epidemic. These
  brigands may make their first appearance while the
  adventurers are still in the area. Gorakh will then slink
  off, avoiding direct conflict and seeking to cause trouble
  elsewhere.
  
  &1003
  13
  Firedrakes
  Texts Required:
  PHB, FF
  Monster:
  Firedrake (3), Bloodhawk
  Terrain:
  Rural Hills
  Party Levels:
  2nd to 3rd
  Experience:
  Total:
  1,178
  xp
  Monster:
  823
  xp
  Treasure:
  355
  xp (not including any reward)
  The Setup
  The adventurers are in a small farming village when they
  hear tales about the dragon that's been burning up their
  sheep and eating them. None of the locals have seen any
  dragon, but they have found several burned sheep, as
  well as a pair of shepherds who had been burned to
  death. While adventurers might be skeptical, the locals
  can show them locations where the "dragon" has attacked
  (and there certainly is evidence of fire damage).
  The local sheriff has posted a notice looking to hire
  "seasoned adventurers". Inquiring about the job, the
  sheriff explains that a fire breathing dragon has been
  eating a lot of the local livestock. Neither he, or his men,
  are up for a dragon hunt. He is authorized to pay
  adventurers 50 gp each, 10 gp now and 40 gp upon
  completion, to look into the situation and resolve it.
  The adventurers are traveling along a road when they see
  thick black smoke rising into the air, and they hear a
  commotion. A few moments later a young shepherd
  comes running toward them, in an obvious panic, yelling
  something about a "dragon". Investigating the smoke will
  reveal the charred, partially eaten remains of a sheep.
  The Lair
  The dragon that the villagers are complaining about is
  actually a fire drake that has developed a taste for
  roasted mutton, and has been descending from its den in
  the hills every week or so to cook and eat a sheep.
  Tracking the firedrake will be quite difficult (it flies to
  and from its den), but questioning enough of the locals
  will reveal that "the dragon probably lives in the cave up
  in the Blackcreek gulley, north of the grazing lands".
  Note that this lair is the same cave used in the previous
  lair – "Fire Newts". This is intended to be inserted into the
  campaign before (or after) the Fire Newt encounter, and
  generally lead to PC confusion.
  Investigating any of the locations where sheep have been
  killed, cooked and eaten will reveal scorching, and at the
  most recent kill some reptilian tracks can be seen (barely
  recognizable under all the tracks of the carrion birds). A
  skilled tracker might be able to tell that the "dragon" can't
  be much more than 5 or 6 feet long.
  Unfortunately for the PCs the trek up the Blackcreek
  Gulley takes them past a bloodhawk roost (the "dragon"
  cave is about a three and a half hour hike, and the
  bloodhawk roost is 2 hours in). The 7 bloodhawks that
  roost along the cliffs will attack any adventurers. They
  are very aggressive, focusing their attacks on humans.
  Bloodhawks (7) (AC 7, MV 3"/24" (MC: C), HD 1+1, hp 6
  each, Atts 3, Dmg 1d4/1d4/1d8, SA none, Int semi, AL N,
  Size S, XP 32 each.
  While the bloodhawks have no treasure in their roost,
  they did manage to drive an ogre over a small cliff a few
  hundred feet from their roost. Alert adventurers will
  notice the ogre's remains, and they can climb down the
  cliffs (30' high). Searching the remains will find a pouch
  of 26 sp, 14 gp, 3 pieces of jade (2 x 50 gp and 1 x 100 gp)
  and 4 ivory tusks (wild boar, 35 gp each).
  Reaching the reported vicinity of the "dragon" cave
  (about an hour and a half hike past the bloodhawk roost),
  the adventurers will begin to notice signs of fire damage
  
  14
  &1003
  to trees and bushes. There is a 50% chance that the
  firedrakes will notice any adventurers and emerge from
  their cave to investigate (and attack). The largest
  firedrake (the one that has been eating the sheep) will
  investigate first, and his mate & offspring will follow
  within 2 rounds. The firedrakes will breathe fire first, and
  then land. They will breathe fire every second round,
  trying to catch more than one target with their breath
  weapon. The firedrakes will fight aggressively, until one
  of them is killed, at which point the survivors will flee.
  Fire Drake (x 3) (AC 5, MV 6"/18" (MC: C), HD 4, hp 26,
  19, 11, Atts 1, Dmg 2d4, SA breath weapon (2d8 hp,
  5/day, 60' long & 10' wide), Size S, Int semi, AL N, XPV
  229, 201, 169 respectively)
  There is no treasure in the firedrakes' cave.
  Loose Ends
  Should the largest firedrake survive the encounter, he
  will remain in the vicinity and continue eating sheep (he
  really has developed a taste for mutton). Locals will have
  an expectation that the adventurers will finish what they
  started (and to the locals, a firedrake is just a small
  dragon).
  There is also the question of where the ogre came from.
  Was it just a lone traveler, or are there more living in the
  hills? Should someone find out?
  Firenewts 1
  Texts Required:
  PHB, FF
  Monster:
  Fire newts (11)
  Terrain:
  Rural
  Party Levels:
  2nd to 3rd
  Experience:
  Total:
  1,497
  xp
  Monster:
  1,427
  xp
  Treasure:
  70
  xp (not including any reward)
  The Setup
  The adventurers are in a small farming village when they
  hear tales about the dragon that's been burning up sheep
  and eating them. None of the locals have seen any
  dragon, but they have found several burned sheep, as
  well as a pair of shepherds who had been burned to
  death. While the adventurers might be skeptical, the
  locals can show them locations where the "dragon" has
  attacked (and there certainly is evidence of fire damage).
  The local sheriff has posted a notice looking to hire
  "seasoned adventurers". Inquiring about the job, the
  sheriff explains that a fire breathing dragon has been
  eating a lot of the local livestock. Neither he nor his men
  are up for a dragon hunt. He is authorized to pay
  adventurers 50 gp each, 10 gp now and 40 gp upon
  completion, to look into the situation and resolve it.
  The Lair
  The dragon that the villagers are complaining about is
  actually a band of fire newts that came into the area two
  weeks ago on a scouting mission. The fire newts have
  developed a taste for roasted mutton, and they have been
  descending from their base (a cave about 7 miles from the
  town) every day to cook and eat a sheep. They have been
  careful to kill any witnesses. Tracking the fire newts will
  be difficult (while they aren't geniuses, they do work to
  cover their tracks). Questioning enough of the locals will
  reveal that "the dragon probably lives in the cave up in
  the Blackcreek gulley, north of the grazing lands".
  Investigating any of the locations where sheep have been
  killed, cooked and eaten will reveal scorching, and at the
  most recent kill some humanoid tracks can be seen
  (barely recognizable under all the tracks of the carrion
  birds). A skilled tracker might be able to tell that "half a
  dozen or so" humanoids (wearing boots) were here and
  headed north.
  The trek up the Blackcreek Gulley to the "dragon" cave is
  about a three and a half hour hike. The fire newts keep a
  guard posted, and it will notice anyone making their way
  up the gulley, and alert its fellows. The fire newts will
  leave the cave and attempt to ambush the party (normal
  chances of surprise).
  The fire newts will fight aggressively, closing for melee
  and then breathing fire on the second round of combat.
  The fire newts will fight until three or more fire newts or
  
  &1003
  15
  the fire newt leader has been killed, at which point they
  will attempt to stage a fighting withdrawal. If more than
  6 fire newts are killed, the survivors will panic and flee
  with all possible speed.
  Fire newts (x 10) (AC 5, MV 9", HD 2+2, hp 11 each, Atts
  1, Dmg 1d8 (sword), SA breath weapon (1d6 hp, 5' fan),
  SD save at +3 vs fire (&-1 hp/die damage), SW +1
  damage/die from cold, Size M, Int low, AL NE, XPV 123
  each) (each newt has 10 sp & 5 gp)
  Fire newt Leader (x 1) (AC 3, MV 9", HD 3+3, hp 18, Atts
  1, Dmg 1d8 (battle axe), SA breath weapon (1d6 hp, 5'
  fan), SD save at +3 vs fire (and -1 hp/die damage), SW +1
  damage/die from cold, Size M, Int low, AL NE, XPV 197)
  (the leader has 15 gp)
  The fire newts have no treasure other than the personal
  treasure they carry.
  Loose Ends
  Where did the fire newts come from, and why are they
  scouting the area? The locals will immediately leap to the
  conclusion that they and their community are in danger
  and demand the assistance of the PCs. If some fire newt
  survivors managed to escape, they will return with a
  larger force (20 foot soldiers, with additional leaders),
  including at least one priest mounted on a giant strider.
  The fire newts will attack and burn several outlying
  farms, as well as set wildfires.
  Perhaps the fire newts worship an elemental fire god, in
  which case they want to bring flames to the world.
  Perhaps the fire newts are working for an evil magic-user
  or priest who wants to gain dominion over this area (for
  some unknown reason). Perhaps the fire newts live in a
  volcanic subterranean realm, and some seismic activity
  has created access to the surface world, and they are
  preparing to raid the surface world in force.
  Firenewts 2
  Background
  This war party has been sent by the leader of their tribe
  (The King of the Burnt-Tongue Tribe) to raid
  surrounding lands and gather much needed raw
  materials (metals). The firenewt war band inhabits a
  subterranean fortress dug into a recent lava flow in the
  Hell-Pots. They patrol and raid on giant striders, and
  have been waging war on nearby dwarf holds (seeking
  minerals, tools, and additional fortresses).
  The firenewts have been quite successful, and they have
  been making plans to expand and further fortify this
  stronghold. Such an expansion would include an
  expansion of the stables, the storage room, the addition of
  more barracks and an egg chamber. If the lair is not
  emptied out within a few months, the number of
  firenewts will double, in addition to the females that will
  relocate from the King's fortress.
  Hooks
  The increasing frequency of firenewt raids has resulted in
  local authorities offering a substantial bounty for finding
  and destroying the firenewts' base of operations.
  The adventurers run into a firenewt raiding party (12 to
  16 firenewts and 4 elite firenewts mounted on giant
  striders); if the adventurers defeat the firenewts they
  could backtrack them to their stronghold.
  A person of some importance has gone missing,
  apparently captured by the firenewts. A handsome
  reward has been offered for their safe return.
  Roster
  Firenewts (x 73) (AC 5, MV 9", HD 2+2, Hp 12, Atts 1,
  Dmg by weapon, SA breathe fire (1/turn, 5' range 1d6 hp
  damage), SD resistant to fire, SW susceptible to cold, MR
  Standard, Int Low, AL NE, Size M, XPV 126 each) (the
  firenewts are armed with pikes & swords, and each has
  2d4+4 gp in personal treasure)
  Elite Firenewts (x 11) (AC 3, MV 9", HD 3+3, Hp 18, Atts
  1, Dmg by weapon, SA breathe fire (1/turn, 5' range 1d6
  hp damage), SD resistant to fire, SW susceptible to cold,
  MR Standard, Int Low, AL NE, Size M, XPV 161 each)
  (the elite firenewts are armed with battleaxes, and each
  has 3d4+8 gp in personal treasure)
  Priests (x 3) (AC 5, MV 9", HD 3+3, Hp 21, Atts 1, Dmg by
  weapon, SA breathe fire (1/turn, 5' range 1d6 hp
  
  16
  &1003
  damage), spells SD spells, resistant to fire, SW susceptible
  to cold, MR Standard, Int Average, AL NE, Size M, XPV
  274 each) (memorized spells include animal friendship,
  faerie fire, predict weather, produce flame, heat metal
  and pyrotechnics) (the priests are armed with maces
  only, and each has 4d4+20 gp in personal treasure)
  Overlord (x 1) (AC 2, MV 9", HD 4+4, Hp 28, Atts 1, Dmg
  by weapon (1d6+3 with hand axe +2), SA breathe fire
  (1/turn, 5' range 1d6 hp damage), SD resistant to fire, SW
  susceptible to cold, MR Standard, Int Low, AL NE, Size
  M, XPV 305) (the Overlord is armed with a +2 hand axe,
  has a purse with 11 gp, 7 pp and 4 – 100 gp gems)
  Giant Striders (x 15) (AC 4, MV 15", HD 2, Hp 10 each,
  Atts 2, Dmg 1d8/1d10, SA fireballs (2/hour, 50' range, 1d6
  hp damage in 10' radius, +4 to strike), SD immune to fire,
  intense heat acts as cure light wounds (1/3 rounds), SW
  susceptible to cold, MR +2 save, Int Animal, AL NE, Size
  L, XPV 93 each)
  Fire Lizards (x 2) (AC 3, MV 9", HD 10, Hp 55 each, Atts
  3, Dmg 1d8/1d8/2d8, SA fire breath (1" x 1.5" cone for 2d6
  damage), SD immune to fire, MR standard, Int Animal,
  AL Neutral, Size L (30' long), XPV 2,720 each)
  Response to Incursion
  The firenewts maintain a 24 hour watch (from a raised
  watch platform, #6, below), and if they see intruders, they
  raise an alarm, and a unit of soldiers (10+) will be
  dispatched within 1d4+1 rounds to intercept the
  intruders, with additional infantry and giant strider
  mounted elite cavalry (1d6+3) following within another
  1d4 rounds.
  The firenewts are disciplined as well as experienced
  raiders and warriors. If they hear an alarm, they arm and
  head for the trouble. They respond intelligently, and
  obey the chain of command. Instead of making a stand in
  the main room, they will fall back into the corridors and
  attempt to circle behind the intruders, trapping them in a
  cross-fire or kill zone.
  0) The Gates - these massive stone gates weigh several
  tons. The fire-newts use a winch system to open and
  close them, although the gates are often (50%) left
  partially open (allowing the passage of a mounted giant
  strider) or (15%) wide open to allow the fire lizards to be
  out. The gates are always guarded, both on the ground
  and from the watch post (#6, below). Forcing the gates
  requires 75 structural points of damage.
  1) Main Hall - the fire newts prepare for raids and patrols
  here, as well as meet, socialize and train. There will
  typically be 4d6 fire newts here. Worse, there are two (2)
  fire lizards here. These well trained guards immediately
  attack intruders.
  2) Stables - there are 15 stalls here, one for each of the
  giant striders assigned to this war-post.
  3) Tack Room - The tack room holds tack & harness, light
  lances, and the gear necessary to use the giant striders as
  riding animals or pack animals.
  4) Food Storage – this storage room, reached by
  descending a flight of stairs, stores food for the giant
  striders (cages with rats, chickens, etc., as well as dried
  meats).
  5a – d) Barracks (x 4) - each of the rooms is identical.
  There are enough bunks along the walls for 20 fire newts
  (2d4 are present, unless responding to an alarm). In the
  centre of the room are long tables and benches. Each
  bunk has a small footlocker, and a rack for weapons and
  armor.
  6) Watch Post – this elevated watch-post is 30' above the
  ground, and is fairly well concealed (90% cover the
  firenewts inside). There are always 4 firenewts on duty,
  and they will raise an alarm if the see intruders). The
  firenewts lack missile weapons, so they can do nothing
  more than raise an alarm and watch.
  7) Elite Barracks - there are bunks for 14 here, and the
  elite warriors share this room with the priests. Each bunk
  has a small footlocker, and a rack for weapons and
  armor. There will be 1d6+2 elite firenewts here at any
  time (unless responding to an alarm).
  8) Mess & Training Hall – The firenewts gather here to
  eat, and the benches and tables are moved to the sides at
  other times during the day to make room for weapons
  practice.
  9) Kitchen – food is prepared here, and it includes a
  fireplace large enough to roast a person or a steer.
  10) Prison – the firenewts bring captured humans and
  demi-humans back to the cells to be used as food (after a
  little recreational torture)
  10a) Guard Room – there are 2 firenewt guards here at all
  times, even if the complex is under attack.
  10b) Cell – there is a 50% chance that a zero-level human
  is in this cell
  10c) Cell – there are two zero-level humans in this cell;
  they are peasant farmers and cannot offer a reward (but
  want to escape badly!)
  10d) Cell – there is a 50% chance that a zero-level human
  is in this cell
  
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  17
  10e) Cell – a dwarf soldier is captive here (Roulk
  Ironbeard, LG dwarf male F3, Hp 28 (currently 7), Str 17,
  Con 16)
  10f) Cell – this cell is empty
  11) Armory - the fire newts have enough spare armor to
  refit 50% of their numbers, and enough weaponry to re-
  arm the garrison twice over. The arms and armor are
  good quality, easily equal to such goods of human
  manufacture.
  12) Smithy - the fire newts are industrious, and they use
  the smithy to repair damaged equipment and
  manufacture new weapons, armor and tools.
  13) Lava River & Smelter - the fire newts hail from a
  region devoid of metals. Any hard metals (copper, iron,
  etc) that they seize during raids will be brought back,
  smelted (using the natural volcanic heat) and cast into
  ingots (roughly 18" x 4" x 4"). These are taken back to the
  main lair as tribute. There is a pile of 107 steel and iron
  ingots stacked here.
  14) Temple - while not fanatics, the fire newts do worship
  a higher power (some type of fire elemental) and their
  priests are granted spells by the force they venerate. The
  temple is simply adorned. A series of stone rails the right
  height to place ones elbows on while kneeling, bridges
  over a river of lava, and an altar across the lava. The altar
  is a stone block with a depression carved into the top.
  That depression is kept full of slow burning oil, and
  when conducting ceremonies the priests place sacrifices
  (severed heads) into the fire.
  15) Priests Meditation Chamber – during the day 1d3 of
  the priests will be found here (the remainder will be in
  the War Room, #18 below)
  16) Treasury – the treasure captured by the firenewts
  during their raids is kept here in unlocked chests (1,050
  sp, 975 ep, 2,200 gp, 155 pp, 4 gems (100 gpv), silver
  bracelet (400 gpv), gold armband (700 gpv). There is also
  a Potion of Flying, a Magic User Scroll (Knock, Web),
  and a Cloak of Elvenkind.
  17) Egg Chambers – this tunnel is partially dug, and was
  intended to lead to an egg chamber (the Overlord is
  planning on expanding this complex).
  
  18
  &1003
  18) War-Room – the Over-Lord is normally found here,
  reviewing the success of raids, planning additional raids,
  or preparing reports to send back to the Firenewt King.
  He will be accompanied by any priests and elite
  firenewts that have not been encountered.
  19) Over-Lord's Room – this room is simply furnished,
  but is large enough to accommodate a mate or two
  (should the Over-Lord gain his King's permission to
  bring females into this complex).
  20) Lava River & Stone Boats – one of two escape routes,
  this "beach" has two stone boats (each 8' long, enough to
  carry 2 firenewts) beached beside a river of lava. The DM
  can decide where the lava goes (and how much damage
  one takes while boating on lava).
  21) Surface Escape Tunnels – this tunnel runs for 300' to a
  concealed and locked exit which is used only in extemis.
  Only a dedicated search would identify the exit.
  Gambado
  Texts Required:
  PHB, DMG, FF, UA is recommended
  for the grappling & overbearing rules.
  Monster:
  Gambado (7)
  Terrain:
  Hills, Borderland (Abandoned Farm)
  Party Levels:
  2nd to 4th level, combined party levels
  of 12 to 18
  Experience:
  Total:
  2,966
  xp
  Monsters:
  1,008
  xp (kill all)
  Treasure:
  1,959
  xp
  The Setup
  The party finds an abandoned homestead or farmyard,
  the buildings succumbing to the elements, and the yard
  choked with weeds and grass. Walking through the yard
  reveals that other groups have camped here in the past,
  as evidenced by a number of old fire pits. The remains of
  a few horses or cattle can also be found, including a few
  skulls. Astute PCs may notice that skulls are unusual,
  and begin to appear where only moments before there
  was no skull. Gambado "skulls" look generally human,
  although they have large canine teeth, thicker brow
  ridge, and the eye sockets seem "full".
  The gambado are skilled ambush hunters, and they wait
  until the party is dismounted and looking around the
  area before they attack. Their intention is to feed, not
  slaughter the entire party, so they target easy looking
  prey (i.e. smaller, lightly armored person), and group
  their attacks on lone individuals.
  Note: The behavior of the gambado presented in this
  encounter has been modified from the behavior of the
  creatures as described in the Fiend Folio, and they are
  presented here as more social, with larger lairs made in a
  warren, similar to a prairie dog burrow.
  The Attack
  The gambado have dug an extensive tunnel network
  under this area, with concealed entry points scattered
  everywhere. They carefully arrange themselves to launch
  a devastating "first strike" (and they are likely to gain
  surprise 5 in 6, or a -2 penalty to alert PC classes, like
  rangers). Four gambado will leap up and grab a nearby
  victim, attempting to pull them into a warren opening
  (the gambado have an effective Str of 15). Grabbing can
  be determined by using overbearing rules, or a Strength
  contest (roll 1d20 and add Strength, highest roll wins), or
  ruling an automatic grab if both claw attacks successfully
  hit. The other three will either: (1) leap out and attack
  mounts or livestock in an effort to create as much
  confusion as possible, or (2) attack the same victims as
  the first four, attempting to push the victims into the
  warrens.
  If a PC looks into the well, or is in the vicinity of the well,
  a gambado may leap out and grab them, intent on
  throwing them into the well. The well is 45' deep, with
  10' of water in the bottom (reducing falling damage to
  1d6 hp), and a gambado tunnel intersecting the well at a
  
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  19
  
  20
  &1003
  depth of 12' below surface. A PC in the well will need to
  tread water (the walls are too slimy to get a good grip on,
  -25% penalty to climb walls), and may sink if they are
  wearing armor.
  Once the gambado have made their initial attacks, they
  will retreat to the tunnels. If they have dragged a victim
  with them, two or three of the gambado will attack that
  unfortunate with the intention of killing him. The others
  will move to another hole and launch another springing
  attack. A gambado will use an attack, retreat, move,
  attack routine, thus launching an attack on the 1st, 4th,
  7th, etc. rounds. The gambado coordinate their attacks,
  seeking to overwhelm the party by picking them off one
  by one.
  If a gambado loses 50% or more of its hit points, it will
  retreat from the fight, finding a bolt hole in the warrens.
  Similarly, if two or more gambado are slain, the
  remainder of the group will retreat.
  Gambado (x 7): AC 6, HD 4, hp 19 each, Mv spring (14')
  or 12" (slither), Att 3, Dmg 1d8/1d4/1d4, SA ambush,
  spring, SD tunnels, AL CN, Size M, XP 161 each
  The Warrens
  Should PCs descend into the warrens to fight the
  gambado (perhaps to rescue a party member), any
  creature the size of a dwarf or larger will suffer
  significant penalties. The tunnels are 3' in diameter, so
  large PCs or those wearing full armor (like plate mail,
  field or full plate) may not even be able to enter the
  warrens.
  Any size M creature will have their movement reduced
  by ½, will lose all Dexterity bonuses, and will be unable
  to effectively use a shield for defense. They will fight at a
  penalty of -2 to hit, and only stabbing weapons (e.g. a
  short spear, dagger, short sword) can be used effectively.
  If the party enters the warrens, the gambado will use
  mobility to their advantage and launch attacks against
  lone PCs, picking off the point or tail persons. If their lair
  is invaded, the gambado will fight to the death (despite
  the presence of escape tunnels).
  The gambado have collected a significant amount of gear
  and "treasure" over the years, and have thrown it into the
  chamber marked "T". They hoard this material not out of
  greed, but out of a desire to keep their hunting grounds
  clean, and to avoid tipping off potential prey.
  The treasure horde consists of a large pile of clothing,
  armor scraps, weapons, and other gear. A party can
  salvage a suit of scale mail, a suit of chain mail, 3 shields,
  a pair of helmets, a broadsword, a heavy crossbow, and 4
  daggers. There are also the following coins scattered in
  amongst the piles: 187 cp, 96 sp, 32 ep, 89 gp, 3 pp. More
  importantly, PCs spending 3 turns searching through the
  piles will find a silver belt (150 gp), a gold ring (appears
  to be worth 35 gp, but is actually a ring of water
  walking), a torc (silver with some moonstones, worth 450
  gp) and a slender ivory wand (a wand of magic missiles,
  5 charges remaining, but the ivory is worth 50 gp).
  Giant Crabs
  Texts Required:
  PHB, DMG, MM
  Monster:
  Giant Crabs (8), Smugglers
  Terrain:
  Seashore
  Party levels:
  2nd to 4th level, combined party levels
  of 12 to 18
  Experience:
  Total:
  2,283
  xp
  Monsters:
  942
  xp
  Treasure:
  1,341
  xp
  The Setup
  The adventurers are in a sea-side village, when they hear
  whispered rumors of pirate gold hidden in some sea
  caves to the west of town. Some subtle questioning on the
  part of the PCs will reveal that there are some sea caves
  along a rugged stretch of coast west of town. The locals
  don't go there because the tides, surge and rocks have
  wrecked many a boat.
  Alternately, the adventurers are approached by a young
  boy (about 9 or 10) who asks if they are great heroes and
  warriors. He offers to lead them to a cave where there are
  
  &1003
  21
  pirate skeletons, monsters & gold. This boy is the son of
  one of the smugglers, and at his tender age is already a
  skilled con artist. The smugglers are afraid of the giant
  crabs, and are hoping to use the PCs to deal with the
  crabs, intending to ambush the PCs after the PCs kill the
  crabs and are hopefully weakened from the battle.
  The Attack
  The smugglers selected this cove and sea caves as a
  hideaway because the waves and tides make their way
  into the caves (not flooding them, but raising the water
  level to between 1' and 3' deep during high tide),
  obliterating any tracks or signs of activities.
  A careful eye (such as that of an experienced sailor or
  fisherman) will suggest that several large rocks have been
  moved to create a safe passage from the open sea to the
  shore.
  The sea caves themselves are not complex, with a sandy
  floor (the sand is at least 3 feet deep), and the limestone
  walls and cave ceiling have been worn smooth by
  centuries of wave action. The entry is quite wide, about
  20', with the ceiling about 8' high. The cave extends about
  60' back, with a slight upward slope to the floor, and
  narrowing to about 6' wide at the back, at which point
  the cave breaks into a number of small cracks & fissures,
  too small to enter or follow.
  As the party enters, they may notice a number of human
  skeletons (at least 3) partially buried in the sand and a
  number of mounds in the sand, about 5' in diameter and
  1' or so in height. A careful count will identify 8 such
  mounds. If the party approaches carefully (i.e. they are
  not surprised), they may see a mound shift. Otherwise,
  they may be surprised when 8 giant crabs erupt from the
  sand and attack.
  Giant Crabs (x 8): AC 3, HD 3, hp 14 each, MV 9", Att 2,
  Dmg 2d4 (x 2), SA surprise 4 in 6, AL N, Size L (4'+
  diameter), XP 77 (35 + 3 xp/hp)
  There are a total of 5 skeletons, the remains of smugglers
  who were not fast enough to run away from the giant
  crabs. The skeletons have been stripped of any flesh by
  the crabs (giant and normal), and the sand & waves.
  Sifting through the sand, or searching the back of the
  cave will reveal a few weapons (2 cutlasses & 4 daggers,
  all still in surprisingly good condition), a leather purse
  containing 14 sp, 13 gp, and 6 pp), and a small hand keg
  (which contains several packets of ruined spices, a silver
  necklace with agates carved into dolphin shapes, worth
  350 gp), a book, wrapped in oilskins, but still ruined, and
  a dozen bone vials of a black powder, soggy and partially
  dissolved.
  At the very back of the caves is a cunningly hidden secret
  door (normal chances to find), which is trapped with a
  rock-fall (Dex check at +3 penalty to the roll, or suffer
  2d6+2 damage). The secret door leads to a dry cave where
  the smugglers have hidden some of the goods they are
  bringing through. The goods include bales of cloth & silk,
  several barrels of wine & spirits, some glasswork,
  primarily drinking glasses and mirrors. The entire horde,
  which is well packaged and protected against the
  elements, weighs 1,500 lbs and would be worth
  approximately 500 gp if sold in a marketplace. The
  import duties on these goods (if declared) would amount
  to 75 gp.
  The smugglers will be watching the adventurers from a
  safe distance, and if the adventurers fail to find the secret
  hiding place, the smugglers will fade away and leave the
  party undisturbed, returning to claim their goods later. If
  the adventurers find the illicit goods, and appear to be
  weakened, the smugglers will attempt to ambush the
  adventurers and reclaim their property (dropping rocks
  on them from above, using missile weapons to attack
  from a distance while the leader sneaks in for a backstab,
  etc.). If the party splits up to guard the goods and return
  to town to arrange transport, the smugglers will try and
  pick off the weaker of the two groups. The DM will need
  to improvise any such fight.
  
  22
  &1003
  Smuggler Ring Leader (x 1) AC 6 (leather armor &
  dexterity), Thief 3, hp 12, MV 12", Att 1, Dmg by weapon
  (short sword, dagger), SA backstab 2x damage, thief
  abilities, SD thief abilities, AL NE, Size M, XP 133 (85 + 4
  xp/hp) (the ring leader carries a Potion of Invisibility, a
  pouch of 18 sp and 12 gp, and wears a gold ring with
  moonstones (175 gp)
  Thugs (x 2) AC 6 (ring mail), Fighter 2, hp 13 each, MV
  9", Att 1, Dmg by weapon (club, dagger, long sword,
  heavy crossbow), SA none, AL NE, Size M, XP 74 (35 + 3
  xp/hp (each thug carries 20 sp and 15 gp)
  Smugglers (x 5) (AC 8, leather armor, HD 1d6 hp, hp 4
  each, MV 12", Att 1, Dmg by weapon type (club, dagger,
  light crossbow), SA none, AL N or NE, Size M, XP 9 each
  (5 + 1 xp/hp) (each smuggler has 12 sp and 5 gp)
  Loose Ends
  The smugglers remain at large, and while they avoid
  violence (as it draws attention to their activities), they
  will take steps to recover their property and ensure the
  secrecy of their operations. This means that once they
  have either recovered their property, or failed to do so,
  they will abandon this hiding place and move their
  operations several miles away, possibly even laying low
  for a while. The DM is free to give the smugglers
  connections to pirates, thieves’ guilds, enemy states or
  any other power block he'd like.
  What is that black powder? Could it be gun powder or
  some similar alchemical mixture? Where did it come
  from? The DM could use this as an opportunity to hint at
  firearms, if he wanted to.
  Giant Frogs
  Texts Required:
  PHB, DMG, MM
  Monster:
  Giant Frogs (21)
  Terrain:
  Pond below waterfalls, a portage
  Party Levels:
  3rd to 4th, total party levels
  approximately 20
  Experience:
  Total:
  1,842
  xp
  Monster:
  1,342
  xp (kill all)
  Treasure:
  500
  xp
  The Setup
  The adventurers have been traveling through the
  wilderness, preferably by canoe or other small river craft,
  and they come to some falls or rapids which necessitate a
  portage. Below the falls, the water has pooled into a very
  large pond, and a few beaver dams (in obvious disrepair)
  serve to keep the water level higher than the natural
  terrain might suggest.
  
  &1003
  23
  The Pond
  The pond is quite deep (40' at 'the deepest, but averaging
  10' to 15' deep), over 500' long, and about 100' wide in
  most parts. A few half-submerged trees stand-out of the
  water, having been drowned out when the beaver dams
  backed up the water. The shore line on the south shore is
  well traveled, and the obvious start of the portage, as the
  north banks are steep, rocky, and overgrown with trees.
  The pool is the hunting grounds of a community of giant
  frogs, and these predators are smart enough to attack by
  ambush (surprising PCs 4 in 6). The attack will come at
  the same time as the party beaches the first canoe. Six
  frogs will leap out of the underbrush, attacking those in
  the canoe on the beach, attempting to knock their prey
  back into the water.
  Other frogs may leap out of the pond, onto the canoes
  (the DM should allocate the number and Hit Dice of the
  frogs as he sees fit), and attack the remainder of the
  party. Combat in canoes is extremely likely to result in
  capsizing, placing the PCs in water amongst hungry,
  amphibious predators. A canoe will capsize 75% of the
  time when its occupants are fighting, checked each
  round. A successful "boating" proficiency check will
  reduce the capsize chance by 25%, but the proficient
  character cannot engage in combat, and must make a
  check each round.
  Alternately, and perhaps more dangerously, the frogs
  will remain in the water and attack with their tongues,
  seeking to pull PCs into the water. Given the instability of
  the canoes, and the drag of the water, the frogs should be
  treated as twice their weight and the canoeists must make
  a capsize check, as described in the previous paragraph.
  Frogs remaining in the water have the advantage of 50%
  cover against missile attacks and magic (a bonus of -4 to
  the frogs' AC). The frogs gain 100% cover if they
  submerge.
  Combat in the water will be at penalties (as described in
  the Wilderness Survival Guide, and heavily armored
  characters will sink and begin drowning (as described on
  page 41 to 43 of the Wilderness Survival Guide).
  Knee Deep:
  no Dexterity bonuses, -1 to hit & damage
  (-0 with Swimming Non-Weapon Proficiency)
  Waist Deep:
  no Dexterity bonuses, -2 to hit & damage
  (-1 with Swimming Non-Weapon Proficiency)
  Chest Deep:
  no Dexterity bonuses, -4 to hit & damage
  (-2 with Swimming Non-Weapon Proficiency)
  The giant frogs are hungry, but not desperate. Any frog
  suffering more than 50% of its hit points in damage will
  retreat. If more than ½ of the frogs retreat or are slain, the
  entire group will retreat. They will remain submerged,
  surfacing only to catch a breath (assume they can remain
  submerged for 1d4+1 turns), then descending again, until
  they are certain the PCs are gone. However, should PCs
  explore the pond's bottom, the frogs will re-engage in
  combat, and fight to the death (feeling cornered).
  Giant Frogs (x 7) AC 7, HD 1, hp 5 each, MV 3"//9", Att 1,
  Dmg 1d3, SA surprise 1 to 4, leap 18" to attack, +4 to hit
  tongue with tongue and pull victim to mouth for
  automatic hit, SD aquatic, AL N, Size S (50 lbs), XP 23 xp
  each (18 xp + 1 xp/hp)
  Giant Frogs (x 7) AC 7, HD 2, hp 10 each, MV 3"//9", Att
  1, Dmg 1d6, SA surprise 1 to 4, leap 18" to attack, +4 to hit
  tongue with tongue and pull victim to mouth for
  automatic hit, SD aquatic, AL N, Size M (150 lbs), XP 56
  xp each (36 xp + 2 xp/hp)
  Giant Frogs (x 7) AC 7, HD 3, hp 16 each, MV 3"//9", Att
  1, Dmg 2d4, SA surprise 1 to 4, leap 18" to attack, +4 to hit
  tongue with tongue and pull victim to mouth for
  automatic hit, chance to swallow size S creatures on a
  "20", SD aquatic, AL N, Size M (250 lbs), XP 113 xp each
  (65 + 3 xp/hp)
  The frogs have not collected treasure intentionally, but
  the remains and gear of some of their prey has sunk to
  
  24
  &1003
  the bottom. Parties with the capabilities and desire to sift
  through the mud and sludge on the bottom of the pond
  can find a pouch of 76 sp, 113 cp scattered about, 2
  shields, a long sword, 2 great helms, a jeweled dagger
  (worth 75 gp), and intact (but rusty) plate mail. The gear
  is still serviceable, but needs a few hours of cleaning.
  Alternate Setups
  This scenario may take place at a ford, a bridge, or some
  other watering hole. In these cases, the frogs will attempt
  to knock or drag prey into the water, where the frogs will
  be in their natural territory and at an advantage over
  humanoids.
  The encounter can also be placed in the mill-pond of an
  abandoned rural community. The frogs may even be
  responsible for the abandonment of the community, the
  result of some curse or other magic, etc.
  Of course, DMs may decide that a bunch of frogs are not
  a threat to a party of PCs. In this case, the DM should feel
  free to add a number of bullywugs (as described in the
  Fiend Folio) (perhaps 1 or 2 bullywugs per PC) to the
  encounter (in this scenario, the giant frogs are trained
  "attack frogs").
  The bullywugs will remain in the water, casting
  harpoons at the PCs, attempting to get a line on the
  adventurers, and drag them into the water where the
  frogs and bullywugs can overwhelm them. Staying in the
  water lets the bullywugs avoid melee (although if PCs
  are rash enough to wade into waist or chest deep water,
  the bullywugs and frogs are likely to swarm the PC,
  attacking from below and dragging the PC under to
  drown them). The bullywugs (and frogs) will also have
  the advantage of submerging and fleeing, safe from
  missile fire and melee attacks. The bullywugs may stalk
  the PCs (if they remain close to the river or creek that
  feeds into or flows out of the pond), and attack again at
  an opportune time.
  Giant Porcupines
  Texts Required:
  PHB, DMG, MM
  Monster:
  Giant Porcupines, Gnolls
  Terrain:
  Forest
  Party levels:
  2nd to 3rd, combined party levels of 12
  to 18
  Experience:
  Total:
  1,597
  xp
  Monsters:
  1,334
  xp (assumes the party fights the
  gnolls, not the porcupines)
  Treasure:
  263
  xp
  The Setup
  The adventurers have heard that gnoll war parties are
  active in the area. However, these gnolls seemingly have
  no interest in attacking human travelers or residences;
  instead they are prowling the forest looking for
  something.
  A woodsman staggers into town suffering severe injuries,
  claiming that he and his friends were attacked by a giant
  spiky monster. He dies from his injuries before he can
  provide more details. The local villagers are afraid for
  their safety, and want someone to find this monster and
  deal with it. The adventurers are the obvious candidates.
  A druid comes into the village asking for help.
  Apparently some of his friends were injured in a fight
  with monsters, and now the monsters have come back
  looking for revenge.
  The Lair
  Just over a week ago, a gnoll hunting party had a chance
  encounter with what they thought were some large
  porcupines. Deciding to have a bit of entertainment
  before dinner, they were tormenting the creatures.
  Unfortunately for the gnolls, these were porcupine kits,
  and the giant porcupine mother came to their defence
  immediately. Surprising the gnolls, the giant porcupine
  managed to kill one with a spray of quills and then put
  up a spirited defence of her young. The gnolls and their
  hyaenodon responded violently, and would have gained
  the upper hand had the giant porcupine's mate not also
  come, killing the hyaenodon and the leader of the gnoll
  hunting party. The rest of the gnolls fled in disarray.
  In the intervening days, the giant porcupines have
  become exceedingly aggressive, protecting their injured
  
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  25
  young, and attacking anyone who approaches too closely
  (like the party of woodsmen). Even the local druid,
  Lestor Kint, has been unable to convince the giant
  porcupines to accept his assistance.
  Lestor Kint (Human Druid 3rd level) (x 1) (AC 7 (leather
  armor & Dexterity), MV 12", HD 3d8+3 (Con bonus), hp
  20, Att 1, Dmg 1d6 (oak staff), SA spells, SD move
  through underbrush without penalty or trail, AL N, Int
  Very, Size M, XP 205) (Str 12, Int 13, Wis 17, Dex 15, Con
  15, Cha 16) (spells - 5/4/2 including wisdom bonuses)
  (Animal Friendship, Entangle, Faerie Fire, Speak With
  Animals, Shillelagh; Barkskin, Cure Light Wounds, Heat
  Metal, Obscurement; Snare, Tree)
  Giant Porcupine (x 2) (AC 5, MV 6", HD 5, hp 31, 11
  (wounded, normally 26), Att 1, Dmg 2d4, SA shoot 1d8
  quills 30' range, 1d4 hp/quill, SD 1d4 quills strike
  attackers within 6', AL N, Int Animal, Size L, XP 536, 416
  respectively (350 + 6/hp)
  Giant Porcupine Kits (x 2) (AC 5, MV 6", HD 5d4, hp 5
  each (wounded, normally 12 hp each), Att 1, Dmg 1d4,
  SA shoot 1d8 quills 15' range, 1d2 hp/quill, SD 1d2 quills
  strike attackers within 6', AL N, Int Animal, Size L, XP
  135 each (120 + 3/hp)
  One of the gnolls who was killed was the brother of the
  gnoll clan's chieftain. Unwilling to lose face, the gnoll
  chieftain has rounded up a band of warriors, and is
  looking for some revenge. So far, the druid has managed
  to lead the gnolls on a merry chase to protect the giant
  porcupines, but he knows that it's just a matter of time
  before the gnolls find and kill the porcupine family.
  Kry'yyp Snasck, Gnoll Chieftain (x 1) (AC 3, MV 9", HD
  4, hp 22, Att 1 or 2 (melee or war bow), Dmg 1d10+2 (two
  handed sword) or 1d8 (x2, war bow), SA none, AL CE,
  Int Low, Size L, XP 144) (carries 32 ep and 31 gp)
  Gnoll Bodyguards (x 8) (AC 4, MV 9", HD 3, hp 20, Att 1
  or 2 (melee or war bow), Dmg by weapon +1, SA none,
  AL CE, Int Low, Size L, XP 95 each) (all of the
  bodyguards carry bastard swords (2d4 damage), 3 of
  them have war bows (1d8 damage), 2 carry battle axes
  (1d8 damage), and 3 have pole arms (fauchards, 1d6
  damage) (each carries 22 ep and 16 gp)
  Hyaenodons (x 2) (AC 7, MV 12", HD 5, hp 25 each, Att 1,
  Dmg 3d4, SA none, AL N, Int Animal, Size L, XP 215
  each)
  Loose Ends
  If the party is able to prevent the gnolls from killing the
  giant porcupines, the male becomes less aggressive over
  the course of the next two weeks, as his mate heals and
  the local druid works to calm the animal down. Of
  course, there is the possibility that another band of
  adventurers arrives to find and kill the "giant spiky
  monsters", and the druid may require assistance from the
  party to prevent the death of the animals.
  If the gnoll chieftain is killed, the local gnoll tribe will be
  affected by a leadership vacuum, and after a short and
  bloody series of challenges, a new chief will take charge
  of the tribe, and a number of failed challengers and their
  followers will leave. The end result is that the gnoll tribe
  is weakened (and an easy target for a band of brave
  adventurers), and several outcast gnoll bands are
  roaming the countryside trying to obtain resources and
  vent their frustration (especially on targets like peasants
  & merchants).
  Giant Rats
  Texts Required:
  PHB, MM, FF
  Monster:
  Giant Rats (9), Jermlaine
  Terrain:
  Rural
  Party Levels:
  1st
  Experience:
  Total:
  132
  xp
  Monster:
  132
  xp
  Treasure:
  0
  xp
  
  26
  &1003
  The Setup
  The adventurers are in a small farming village when they
  hear tales in the tavern describing the old Oldhef family
  that was driven out of their farmhouse by ghosts.
  Apparently the ghosts or spirits killed the farm cats &
  dogs, and were making the family quite ill. Since moving
  out a week ago, the Oldhefs have all started to recover.
  The adventurers are on the road and need to seek shelter
  for the night, so they approach a farmhouse. The farm is
  abandoned, but is in good repair, and more than
  adequate to provide shelter for the night.
  DM's note: This was designed as a "first quest" for a
  small group of PCs, a chance to let some "local boys"
  strike out on the path to adventure. The reward was a
  bunch of equipment (rope, spikes, sacks, torches, etc.)
  that let them spend their starting money on armor &
  weapons rather than "stuff".
  The Lair
  The Oldhef family [a husband and wife, and their three
  children, a daughter (age 9) and two sons (age 7 & 5)]
  that lived here recently abandoned their home, believing
  it to be haunted. The death of their cats and dogs, and the
  illnesses that they contracted led them to believe that
  some type of angry spirit had moved in, and the local
  cleric was unable to detect any evil or magic, or dispel
  and possession. In truth, the house has an infestation of
  giant rats and their jermlaine masters. The jermlaine have
  moved into the house after being driven out of their tribe,
  which lives in some small caves in the hills only a few
  miles away.
  The house is a simple wooden cottage, single story with
  the exception of a loft. The floor is wood, made of thick
  boards. The walls are made of solid wood. The jermlaine
  and the rats live in a network of tunnels dug underneath
  the house. They use these tunnels to move about the
  house, and have a few carefully concealed exits.
  Parties who are using the house for shelter will be robbed
  by the jermlaine and the rats, which will rummage
  through their provisions, and foul their water supply
  (leading to an illness, much like the original residents
  suffered). The jermlaine will target any cats or dogs (or
  any similar animals, such as familiars) with poisoned
  scraps of food (save at +2 or die). The creatures are very
  stealthy, but an alert guard will notice them.
  Parties who are specifically investigating the "haunted
  house" will hear scratching, objects will fall off shelves
  onto the PCs, etc. Observant characters will find rat
  tracks and footprints that look like tiny humanoid tracks.
  The rats & jermlaine have prepared a few "traps",
  including:
  
  spoiling all of the remaining food (save vs. poison
  at +2 or fall ill, a save is required each time food is
  consumed),
  
  rigging a cupboard in the kitchen to spill out all of
  the contents if the doors are opened (1d4 damage),
  and
  
  chewing away some of the floorboards from below,
  so that a heavy person (>200 lbs, including gear)
  will fall through. This causes no damage, but the
  person will be in a hole thigh deep, and the giant
  rats can attack his legs. The trapped person can
  climb out in 1 round, but loses all Dexterity and
  shield bonuses while in the hole, and cannot attack
  the giant rats in return.
  If the PCs begin tearing up the floor to get at the rats, the
  jermlaine will panic and order their rats to attack. The
  little pests have some bolt holes, and they will hide down
  their holes (although adventurers might be able to drive
  them out through by flooding the rat-holes (possibly
  
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  27
  getting water from the well and the use of a bucket
  brigade).
  Jermlaine (x 3) (AC 7, MV 15", HD 1d4 hp, hp 3 each, Atts
  1, Dmg 1d2 or 1d4, SA surprise 5 in 6, SD undetectable
  75%, detect invisible 50%, MR save as 4 HD, Size S (1'
  tall), AL NE, XPV 14 each)
  Giant Rats (x 9) (AC 5, MV 12"//6", HD 1d4 hp, hp 3 each,
  Atts 1, Dmg 1d3, SA cause disease (1 in 20), Size S, AL
  CE, XPV 10 each)
  The jermlaine have not collected any treasure, and the
  best that the adventurers can hope to get from this
  "quest" is a few free drinks at the local tavern as they tell
  their tale. Extremely generous DM's might have the
  Oldhef's gift the PC with a small heirloom (like a silver
  dagger) as a reward.
  Loose Ends
  Unless the PCs manage to kill all of the jermlaine, the
  little buggers are likely to reappear somewhere in the
  vicinity of this community. Of course, once the locals
  know what to look for, the jermlaine are probably going
  to be outmatched and their days will be numbered.
  The farming family will be happy to have their house
  back, although they may be feeling a little silly about
  assuming it was haunted, and there will be some good
  natured joking amongst the locals (but not too much, as
  they all know something like this can happen to them
  too).
  What of these caves in the hills? There are certainly more
  jermlaine there, and who knows what other dangers can
  be found and defeated by an intrepid band of
  adventurers?
  Giant Ticks
  Texts Required:
  PHB, DMG, MM, WSG, DSG
  Monster:
  Giant Tick (9)
  Terrain:
  Rural forest
  Party Levels:
  2nd to 3rd, total party levels
  approximately 15
  Experience:
  Total:
  1,758
  xp (not including possible bonus)
  Monster:
  1,058
  xp (kill all)
  Treasure:
  700
  xp
  The Setup
  The adventurers are passing through, and take lodgings
  at a way station or road side inn. The talk amongst the
  other travelers is focused on the number of people and
  animals that have been getting sick lately. The local wise
  woman and priests haven't been able to figure out where
  the disease is coming from, and while they can heal it
  with magic, left untreated it kills everyone and
  everything that contracts it. The number of missing
  livestock, and a few shepherds, is also being blamed on
  this disease. Locals are beginning to talk about a "curse".
  Good adventurers should feel compelled to at least look
  into this disease and the curse. The community is not
  very wealthy, and cannot offer a significant reward,
  although the local priestess representing the Church of
  The Hearth Mother will offer a reward of 300 gp, 2
  potions of healing, and free casting of "cure disease"
  spells if a party can investigate and determine the source
  of the disease. They will also be offered free room and
  board while they are in town.
  The Investigation
  When the adventurers begin to investigate, they might be
  able to examine some of the ill people and livestock, and
  if they do they will find bite marks. A successful
  "Healing" non-weapon proficiency check (at a -3 penalty)
  will link the bites to the disease (local inflammation, etc.).
  A successful check at a -6 penalty will identify the bites as
  being insect or bug bites, very similar to a tick, but
  obviously from a larger creature (about the size of a large
  cat). See WSG or DSG for non-weapon proficiencies.
  Interviewing survivors (primarily animals, but a few
  humans) will reveal that the victim recalls being bitten,
  from behind, and being able to shake off whatever bit
  them (it held on) and run away. They were bitten when
  they were by Frog Creek near the old Grey farm (a
  tumbled down farm-house and collapsed barn). (DM
  note, feel free to play up the presence of the old farm, it is
  intended to give the adventuring party a chance to go on
  a wild goose chase.)
  
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  &1003
  If adventurers decide to search the countryside, they will
  probably come up empty. The people and animals that
  caught the disease and died have been found all over the
  place (they had a few days before the disease showed
  symptoms, and moved across a fair bit of country).
  Intelligent use of spells (speak with animals, augury, etc.)
  may assist in focusing the search.
  Frog Creek and the Ticks
  When adventurers head down to Frog Creek by the old
  Grey farm, they will encounter a bull, wandering around
  the farm. The bull has been bitten by the ticks, and is
  diseased. Suffering from a fever, the bull is delirious and
  mindlessly aggressive. It will attack anyone it sees,
  fixating on a single target.
  Bull (x 1) AC 7, HD 4, hp 12 (reduced due to illness, 21
  when healthy), MV 15", Att 2, Dmg 1d6/1d6, SA berserk
  +2 to hit & damage, charge & trample 4d4 hp damage, SD
  n/a, AL N, Size L, XP 158
  DM note: if PCs restrain the bull and cure it, they get
  double experience for saving a farmer's valuable
  livestock, druids and clerics of agricultural powers get
  triple experience.
  When adventurers get down to the creek's edge, they will
  be attacked by 1d4 giant ticks (randomly determining
  size). The rest of the ticks (there are 9 giant ticks total) are
  scattered up and down the creek shore for about 1000
  yards, and adventurers will have to search for them.
  Fortunately, the giant tick infestation is currently fairly
  limited, although some of them may be ready to lay eggs
  (or have already laid eggs). Similarly, the ticks, once the
  party knows what to look for, do not hide all that well,
  and are slow enough that they fight to the death instead
  of running away.
  Giant Ticks (x 4) AC 3, HD 2, hp 9 each, MV 3", Att 1,
  Dmg 1d4, SA blood drain 1d6/round until saturated,
  causes fatal disease 50% of the time, SD n/a, AL N, Size S,
  XP 54 (36 xp + 2 xp/hp)
  Giant Ticks (x 3) AC 3, HD 3, hp 15 each, MV 3", Att 1,
  Dmg 1d4, SA blood drain 1d6/round until saturated,
  causes fatal disease 50% of the time, SD n/a, AL N, Size S,
  XP 110 (65 xp + 3 xp/hp)
  Giant Ticks (x 2) AC 3, HD 4, hp 19 each, MV 3", Att 1,
  Dmg 1d4, SA blood drain 1d6/round until saturated,
  causes fatal disease 50% of the time, SD n/a, AL N, Size S,
  XP 182 (110 xp + 4 xp/hp)
  Alternate Setups and
  Endings
  This encounter can be played out as a random encounter
  when a traveling party comes to a creek or river crossing.
  They may learn about the disease when they come across
  a diseased hunter in the final stages of the illness, who is
  able to get out a warning about the "biters" before dying.
  Perhaps the ticks managed to lay a few batches of eggs
  before the adventurers put them to the sword. In this
  scenario, adventurers hear of trouble a few months later,
  and hopefully they will feel the need to go back and
  finish what they started.
  The scenario can be furthered expanded by adding a
  cleric who worships the patron power of disease and
  illness. Perhaps the ticks were raised or brought here by
  that cleric to spread the good works of their deity. The
  cleric will not want to see the ticks killed when so much
  disease is being spread. Or perhaps the cleric will let the
  ticks be killed, and then work to create a plague of giant
  rats….
  
  &1003
  29
  Gnoll Lair
  Texts Required:
  PHB, DMG, MM
  Monster:
  Gnolls
  Terrain:
  Forest, Borderland or Wilderness
  Party Levels:
  3rd to 5th level, combined party levels
  of 15 to 20
  Experience:
  Total:
  505 xp (844 with goblins)
  Monsters:
  480 xp (819 with goblins)
  Treasure:
  25 xp + random
  Background
  These gnolls have only been in the region for two years,
  slowly establishing their presence. They occupied a cave
  complex, and then expanded it using slave labor
  (dwarves captured when the gnolls raided a caravan).
  The dwarves were worked to death, and then eaten by
  the gnolls.
  The gnolls were quite happy to have slave labor, and are
  now actively looking for an opportunity to capture more
  slaves (human, dwarf, goblin, whatever – the gnolls
  aren't picky).
  The gnolls have also come under the influence of a group
  of clerics that worship Malar. These clerics have been
  exhorting the gnolls into various hunts. The local wildlife
  is being hunted out, and the gnolls are beginning to hunt
  further afield. The Malarites have also been convincing
  the gnolls to hunt druids and rangers (with mixed
  success), or to work with the Malarites as "hunting
  hounds". The gnolls have responded positively, and are
  becoming a threat to the communities in this region.
  Game-Play Notes
  1) Reinforcements
  Gnoll hunting parties are often out of the complex, and if
  adventurers attack the cave and retreat, the gnolls will be
  able to add 1d6+12 reinforcements.
  2) PC Retreat & Return
  The gnolls reaction to an attack will vary depending
  upon the losses that they suffered.
  If the gnolls suffer light losses, they fortify the lair
  (barricades, snares & deadfall trap) and use flaming oil
  and spears in addition to missile weapons from behind
  barriers to attack intruders. They also send out hunting
  parties to locate and harass their enemies.
  In a case where the gnolls suffer heavier losses but the
  chieftain or shaman survive, the gnolls will abandon the
  lair, relocating to a location where they can be supported
  by the clergy of Malar.
  If the chief and shaman are killed, the clan breaks into a
  few smaller groups and scatters.
  3) Response to Intruders
  The guards in location #5 are alert, and they will notice
  intruders (unless intruders are invisible) and raise an
  alarm. Similarly, there are gnolls in area #1 and #2 that
  will notice intruders and immediately raise an alarm.
  The gnolls may be chaotic, but they aren't stupid and
  they will respond to an alarm in force. Upon hearing an
  alarm, gnoll males will arm and beginning moving to the
  entrance (1d6+3 males arriving each round until all 80 are
  in combat). The sub-chiefs and assistant shaman will
  proceed to the scene of the battle to take charge
  (appearing on the 5th round). The gnoll chief, the shaman
  and the elite guards will exit through the escape tunnel
  and circle around behind the attackers (arriving on the
  8th round).
  Initially the gnolls will attempt to push out of the cave
  and fight intruders outside the cave on open ground,
  although archers will hold the cave entrance.
  If the intruders are defeating the gnolls or using area
  effect spells, the gnolls retreat into the caves, and attempt
  to use the tunnels to surround the PCs, attacking from
  the front, rear and flanks simultaneously. The gnolls
  understand magic-use, thanks to the shamans, and will
  go after obvious magic-users or unarmoured armored
  intruders first. They will then mob and overbear any
  fighters (trying to take a few slaves).
  
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  &1003
  If it appears that defeat is inevitable, the gnolls raise a
  different alarm, and then slowly fall back. The females
  and pups will already have retreated to the escape
  tunnels, and will flee upon hearing the alarm. The gnolls
  will withdraw, then flee down the tunnels (collapsing the
  tunnels to delay pursuit).
  Stat Blocks
  Gnolls (x 80) (AC 5, MV 9", HD 2, Hp 10, #ATT 1 (melee)
  or 2 (great bow), D by weapon (1d8+1 melee, sword or
  
  &1003
  31
  spiked mace) or (1d8/1d8 great bow), SA bows, SD nil,
  MR standard, AL CE , Int Low, Size L (7'+), XPV 48 each)
  Each gnoll carries a personal treasure of 2d6 ep and 2d4
  gp.
  Gnoll Leader (x 2) (AC 5, MV 9", HD 3, Hp 16, #ATT 1
  (melee) or 2 (great bow), D by weapon (1d8+2 melee,
  sword or spiked mace) or (1d8/1d8 great bow), SA bows,
  SD nil, MR standard, AL CE , Int Low, Size L (7'+), XPV
  98 each)
  Each gnoll leader carries a personal treasure of 2d6+6 ep
  and 2d4+4 gp.
  Gnoll Hunters (Archer 3* x 3) (* as per Best of Dragon #3)
  (AC 5, MV 9", HD 3, Hp 18, #ATT 1 (melee) or 2 (great
  bow), D by weapon (1d8+1 melee, sword or spiked mace)
  or (1d8/1d8 great bow), SA bows +2 hit & +1 damage at
  point blank, +1 hit & damage short range, SD nil, MR
  standard, AL CE , Int Low, Size L (7'+), XPV 113 each)
  Each gnoll archer carries a personal treasure of 18+2d6 ep
  and 8 +2d4 gp.
  Gnoll Elite Guards (x 12) (AC 4, MV 9", HD 3, Hp 20,
  #ATT 1 (melee) or 2 (great bow), D by weapon (1d8+1
  melee, sword or spiked mace) or (1d8/1d8 great bow), SA
  bows, SD nil, MR standard, AL CE , Int Low, Size L (7'+),
  XPV 110 each)
  Each gnoll elite guard carries a personal treasure of
  2d6+12 ep and 2d4+8 gp.
  Gnoll Sub-Chief (x 2) (AC 3, MV 9", HD 4, Hp 22, #ATT 1
  (melee) or 2 (great bow), D by weapon (1d8+2 melee,
  sword or spiked mace) or (1d8/1d8 great bow), SA bows,
  SD nil, MR standard, AL CE , Int Low, Size L (7'+), XPV
  173 each)
  Each gnoll sub-chief carries a personal treasure of 3d6+18
  ep and 3d4+12 gp, 1d3 50 gp gems and a piece of silver
  jewelry (1d6x100 gpv)
  Gnoll Chief (x 1) (AC 2, MV 9", HD 4, Hp 25, #ATT 1
  (melee) or 2 (great bow), D by weapon (1d8+2 melee,
  sword or spiked mace) or (1d8/1d8 great bow), SA +1 to
  hit, bows, SD nil, MR standard, AL CE , Int Low, Size L
  (7'+), XPV 210 each)
  The gnoll chief carries a personal treasure of 46 ep, 29 gp
  and 3 pp. He also has a pouch with 4 50 gpv gems, a
  silver bracelet (350 gpv) and a gold chain (400 gpv).
  Gnoll Apprentice Shaman (level 2 shaman, x 1) (AC 5,
  MV 9", HD 2d8+1d4, Hp 14, #ATT 1 (melee) or 2 (great
  bow), D by weapon (1d8+1 melee, sword or spiked mace)
  or (1d8/1d8 great bow), SA spells, bow, SD spells, MR
  standard, AL CE , Int Low, Size L (7'+), XPV 147)
  memorized spells include command, darkness
  The apprentice shaman carries a personal treasure of 22
  ep and 12 gp, as well as a silver dagger with agates in the
  pommel (130 gpv).
  Gnoll Shaman (level 4 shaman x 1) (AC 5, MV 9", HD
  2d8+3d4, Hp 22, #ATT 1 (melee) or 2 (great bow), D by
  weapon (1d8+1 melee, sword or spiked mace or 1d4+3
  with dagger +2) or (1d8/1d8 great bow), SA spells, bow,
  SD spells, MR standard, AL CE , Int Low, Size L (7'+),
  XPV 232)
  memorized spells include command, cure light wounds,
  curse; aid, chant
  The shaman carries a personal treasure of 34 gp and 11
  pp, and wears a necklace of ivory tusks worth 400 gpv.
  Tucked under his armor is a dagger +2 which he uses in
  ceremonies or in desperation.
  Gnoll Female (x 22) (AC 9, MV 9", HD 1, Hp 6, #ATT 1
  (melee), D by weapon (1d6) or bite (1d4), SA nil, SD nil,
  MR standard, AL CE , Int Low, Size L (7'+), XPV 16 each)
  The gnoll females have no treasure.
  Gnoll Pup (x 21) (AC 5, MV 9", HD ½, Hp 2, #ATT 1
  (melee), D bite (1d3 hps), SA nil, SD nil, MR standard, AL
  CE , Int Low, Size S (4'+), XPV 7 each)
  The gnoll pups have no treasure.
  Room Key
  While the key identifies a number of occupants for each
  area, the gnolls are unlikely to be in their dens. In normal
  circumstances some will be outside (location #1), others
  in the Main Chamber (#15) or visiting other gnolls. In the
  event of an attack, gnolls will be responding to the alarm.
  The key is intended to give the DM a sense of how many
  sleeping piles are in any given cave, or what a given
  chamber is used for.
  1
  Outside Camp
  Many of the gnolls are outside at all hours, preferring to
  have fresh air (the caves are rank) or room to work. There
  will be 2d6 gnolls outside the caves at all times (along
  with 2d6 females and 2d6 pups), and they are armed
  (although not overly alert). If intruders are spotted, the
  gnolls attack and call for help while the females & pups
  flee into the caves.
  2
  Entrance & Guard Room
  Four (4) gnoll guards den here and keep an eye on the
  coming and going of the gnolls. If intruders are spotted
  
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  &1003
  they raise an alarm and crouch behind large rocks (50%
  cover) and use their bows to attack any intruders and
  cover the retreat of any gnolls that were outside. They
  will fall back to area 3 if pressed (hoping that
  reinforcements from areas 4, 5, 6 initially and the rest of
  the complex eventually) can use the tunnels entering area
  3 to trap intruders and overwhelm them.
  3
  Work cave
  Two (2) gnolls can be found denning here. This cave is
  used for repairing weapons and armor, making arrows,
  etc.
  4
  Guard Room
  Four gnolls (4) den here and serve as guards.
  5
  Elevated Archers
  Note: this room is 30' off of the ground and has five
  arrow slits which allow the gnolls to fire at intruders in
  front of the cave and maintain 90% cover.
  Four gnolls (4) and a leader (1) den here and are on watch
  looking for intruders.
  6
  Den
  Seven (7) young males den here, they have not been able
  to win a mate yet.
  7
  Den
  Two (2) males, their females (2), and their pups (3) den
  here.
  8
  Den
  Four males (4), three (3) females and two (2) pups
  9
  Den
  Six (6) young males den here.
  10
  Pool & Sinkhole
  The pool is fed by a spring, and isn't too badly polluted
  by the gnolls. The sinkhole descends at least 60' down,
  possibly deeper. The gnolls throw their trash down the
  sinkhole.
  The DM is free to determine if the sinkhole connects with
  deeper caves and further adventures, or if it is just a
  garbage filled pit.
  11
  Den
  Two (2) males, their females (2), and their pups (3) den
  here.
  12
  Leader's Den
  One (1) male leader, his females (1), and their pups (2)
  den here.
  13
  Den
  Six (6) young males den here.
  14
  Den
  Three (3) males, their females (3), and their pups (4) den
  here.
  15
  Main Chamber & Fire Pit
  There is a large fire pit, and the area normally is full of
  gnolls, cooking, eating, and lounging about.
  16
  Guard Room
  Six (6) young gnolls den here and serve as prison guards.
  17
  Prison
  The prison is kept shut by a large boulder rolled into
  position and "chocked" with small logs to prevent
  prisoners from rolling it back. A combined strength of 64
  is required to move the block when the chocks are
  removed; if the chocks are in place a combined strength
  of 128 is required.
  The DM is free to determine if any prisoners are present.
  18
  Armory
  Arms and armor stripped from defeated foes is stored
  here. The contents include 7 suits of dwarf chain mail, 11
  shields, 4 hand axes, 2 battle axes, 9 spears, an elven
  longbow, and a Long Sword +1.
  19
  Den
  Four (4) males, their females (4), and their pups (5) den
  here.
  20
  Den
  Five (5) young males den here.
  21
  Den
  Five (5) young males den here.
  22
  Den
  Five (5) young males den here.
  23
  Den
  Five (5) young males den here.
  24
  Den
  Six (6) young males den here.
  25
  Guards
  Four (4) elite guards den here.
  26
  Concubines
  The chief's three (3) females den here.
  
  &1003
  33
  27
  Chief's Hall
  This hall is used for feasts, planning meetings and
  drinking.
  28
  Stairs & Escape Tunnel
  These stairs lead up to a well camouflaged exit, and are
  used by the chief in the event of an attack (to either get
  behind attackers or to flee). A dead-fall trigger is located
  half-way up the stairs which collapses the ceiling (3d6+6
  hp damage, Dex check for ½ damage). Digging out the
  collapse takes 1d6+6 turns (which should effectively
  delay pursuit).
  29
  Chief's Room & Treasury
  The chief dens here. His treasury is kept in an unlocked
  chest, and consists of 463 cp, 972 sp, 254 gp and 3 silver
  goblets (worth 250 gpv each). Wrapped in a grey cloth
  rag and tucked in a crack in a wall are 7 gems (10 gpv x 2,
  50 gpv x 2, 100 gpv x 2, and 500gpv).
  30
  Guard Room & Arsenal
  Four (4) elite guards den here. The gnolls' arsenal is also
  here. The arsenal includes 12 spiked maces, 2 great
  swords, 4 great bows and 480 arrows (20 bundles of 2
  dozen).
  31
  Guard Room
  Four (4) elite guards den here.
  32
  Sub-Chief's Den
  A sub-chief (1) and his female den here.
  33
  Sub-Chief's Den
  A sub-chief (1), his female (1) and two (2) pups den here.
  34
  Hunters' Den
  Three (3) gnoll hunters den here, loyal followers of the
  shaman.
  35
  Escape Tunnel
  This tunnel leads to a well camouflaged exit, and are
  used by the gnolls in the event of an attack (to either get
  behind attackers or to flee). A dead-fall trigger is located
  half-way up the stairs which collapses the ceiling (3d6+6
  hp damage, Dex check for ½ damage). Digging out the
  collapse takes 1d6+6 turns (which should delay pursuit).
  36
  Shrine
  This shrine is decorated with skulls, claws, fangs a few
  weapons and broken armor; all stripped from creatures
  hunted and slain by the gnolls. A human cleric of Malar
  presides over the shrine, working to ensure that the
  gnolls remain loyal to Malar and the Hunt, and serve the
  Master of the Hunt's purposes.
  Priest (4th level Cleric of Malar) (AC 7 (studded leather),
  MV 12", HD 4d8+4, Hp 23, #ATT 1, D 1d6 (claws of
  Malar), SA spells, SD spells, MR Standard, Int High, AL
  CE, Size M, XPV 180)
  Memorized spells include bless, command (x 2), cure
  light wounds, darkness; aid, hold person, silence 15' r
  The priest will aid in the defence, but will flee to warn his
  temple of the PCs, describing them and preparing for a
  challenging hunt.
  One of the trophies is an elven spear, which the gnolls
  dislike (not realizing that it is a spear +1).
  37
  Shaman's Den
  The gnoll shaman (1) and his apprentice (1) den here.
  Their females (2) live with them. The shaman carries
  most of his treasure with him, but has hidden some in a
  crack in the wall. This includes a Potion of Gaseous
  Form, 2 gems (100 gpv each), and a Magic User Scroll
  Erase, Identify).
  Goblins
  Texts Required:
  PHB, DMG, MM
  Monster:
  goblins (65), wargs (7)
  Terrain:
  Forest, Borderland or Wilderness
  Party Levels:
  1st to 3rd level, combined party levels
  of 12 to 15
  Experience:
  Total:
  3, 638xp
  Monsters:
  3,024 xp (all patrols and guard
  posts)
  Treasure:
  614 xp (not including individual
  random treasure)
  
  34
  &1003
  The Setup
  1) The PCs back-track goblin raiders (who seem more
  interested in stealing tools than livestock or coin), and
  find them at a mine.
  2) The PCs are approached by a pair of weather-beaten
  men. They introduce themselves as prospectors who
  know the location of a lost gold mine. The one problem is
  that the mine is currently occupied by goblins. If the PCs
  would evict the goblins, some type of reward can be
  worked out.
  3) The PCs run into a group of goblins mounted on
  worgs; these goblins actually run away from the PCs
  rather than picking a fight.
  The Lair
  The mine is an old abandoned mine, but it still has veins
  of copper and gold that can be mined. The goblins
  stumbled upon the prospectors who actually found the
  mine. Realizing what the mine was, the goblins quickly
  occupied it and began mining in earnest. The goblins
  have set up a patrol schedule, and a watch post. They
  also "courier" the gold back to their fortress on a regular
  basis (by "worg express").
  PCs in the area will likely be discovered by a goblin
  patrol (there are 4 patrols actively scouting the area, as
  the goblins are surprisingly vigilant, not wanting to lose
  the riches that the mine provides). The goblins patrol will
  use horns to summon reinforcements, and then try to
  drive off the PCs (or failing that, retreat in a direction that
  leads the PCs away from the mine). Up to three
  additional patrols will respond to a summons (the first
  arriving within 1d6 turns, the others arriving 1d6 turns
  after that).
  Patrol
  Goblins (x 8): AC 6, MV 6", HD 1-1, Hp 4, Att 1, Dmg 1d6
  or by weapon, Int Average, AL LE, Size S (4' tall), XP 14
  each): each goblin has a sling, a short sword and 3d6 sp.
  Goblin Leader (x 1): AC 6, MV 6", HD 1, Hp 7, Att 1, Dmg
  1d6 or by weapon, Int Average, AL LE, Size S (4' tall), XP
  17)
  Closer to the mine, the goblins have established a series
  of 4 watch-posts (essentially wicker platforms up in the
  canopies of tall trees). The watch-posts are well hidden
  (the goblins surprise intruders 7 in 8), and the wicker
  provides them with 75% cover (+7 bonus to AC and
  saves). The goblins will likely attack with surprise
  (targeting unarmoured foes first), then use horns to alert
  the goblins at the mine, summon reinforcements (any of
  the remaining 4 patrols). They will continue to shoot at
  any PCs that remain in range (each goblin has 60 arrows).
  Anyone attempting to climb the tree will have large rocks
  (15 lbs) dropped on them (2d4 hp damage, and Dexterity
  check to avoid being knock off the tree).
  Watch-Post
  Goblin Archers (x 4): AC 6, MV 6", HD 1-1, Hp 4, Att 1,
  Dmg 1d6 or by weapon, Int Average, AL LE, Size S (4'
  tall), XP 14 each. Each goblin has a short bow with 24
  arrows, a short sword and 3d6 sp.
  Goblin Leader (x 1): AC 6, MV 6", HD 1, Hp 7, Att 1, Dmg
  1d6 or by weapon, Int Average, AL LE, Size S (4' tall), XP
  17.
  The worgs and worg riders that move the gold and
  copper back to the main lair may be encountered on the
  move or at the mines. If they are carrying a load of gold
  and copper back to the goblin lair, the worg riders will
  avoid combat. If they are not transporting treasure, then
  the worg riders will respond to any call for help.
  Worg Express
  Worgs (x 6): AC 6, MV 18", HD 4+4, Hp 22 each, Atts 1,
  Dmg 2d4, SA nil, SD nil, MR Standard, Int Low, AL NE,
  Size L, XP 200 each.
  Worg Riders (x 6): AC 5, MV 6", HD 1, Hp 7, Att 1, Dmg
  1d6 or by weapon, Int Average, AL LE, Size S (4' tall), XP
  17. The worg riders have wicker shields, light lances and
  a curved short sword, 3d6+6 sp each.
  
  &1003
  35
  The goblins have done their best to fortify the mines;
  piles of spoil and rubble have been placed to provide
  cover for the goblins and slow any enemy advance (the
  ground is very uneven, reducing movement by 3" and
  requiring a Dexterity check each round; failure indicates
  that the individual has fallen and must spend a round
  regaining their feet). The goblins will fight fiercely,
  hiding behind cover and falling back to the mine (where
  they have set up many traps such as dead falls, spiked
  grates that swing down from the ceiling, and a few pits).
  Dead fall (a "collapse" of 10 to 20' of roof, causes 2d6 hp
  damage, Dexterity or lower on 4d6 reduces damage by
  50%).
  Spiked grate (triggered by a pull cord or trip wire, strikes
  as a 4+ HD monster causing 4d4 hp damage)
  Covered Pits (20' deep, a fall causes 2d6 hp damage)
  The goblins have a small hoard of gold and copper
  waiting to be moved back to their lair (12 gold bars worth
  50 gp each, and 56 copper bars worth 50 cp each).
  Goblin Mines
  Goblins (x 40): AC 6, MV 6", HD 1-1, Hp 4, Att 1, Dmg
  1d6 or by weapon, Int Average, AL LE, Size S (4' tall), XP
  14 each. Each goblin has a sling, a short sword and 3d6
  sp.
  Goblin Leaders (x 4): AC 6, MV 6", HD 1, Hp 7, Att 1,
  Dmg 1d6 or by weapon, Int Average, AL LE, Size S (4'
  tall), XP 17.
  Goblin Sub-Chief (x 1): AC 6, MV 6", HD 1+1, Hp 8, Att 1,
  Dmg 1d8 or by weapon, Int Average, AL LE, Size S (4'
  tall), XP 36.
  Worg Alpha (x 1): AC 6, MV 18", HD 4+4, Hp 32, Atts 1,
  Dmg 2d4, SA nil, SD nil, MR Standard, Int Low, AL NE,
  Size L, XP 250.
  Hobgoblins
  Texts Required:
  PHB, DMG, MM, FF
  Monster:
  Hobgoblins (54), Gnolls, Flinds
  Terrain:
  Rural, Borderlands
  Party levels:
  2nd to 3rd level, combined party levels
  of 14 to 18
  Experience:
  Total:
  varies
  Monsters:
  3,034
  xp (gnolls & flinds only)
  Treasure:
  varies
  The Setup
  The party has been traveling through the Borderlands,
  and has taken lodging in a small village, when they are
  approached by a halfling. The halfling introduces himself
  as Thomas Dunfoot, grain merchant. He's looking for
  some skilled adventurers to assist some business
  associates of his with a problem, and perhaps the
  adventurers would be interested.
  The party is traveling along a road when they come upon
  an unusual sight. Three ox drawn carts with human
  teamsters and some halfling passengers are being
  escorted by a band of a dozen hobgoblins. When the
  adventurers come into sight, one of the halflings stands
  up and cheerfully hails the adventurers.
  The adventurers are traveling through the Borderlands,
  when they encounter a band of hobgoblins who appear
  to have come out on the losing end of a battle. The
  hobgoblins assume a defensive position, but make no
  hostile moves. One of the hobgoblins steps forward, his
  sword still in its scabbard and his hands raised and
  empty, in the local sign for peace. In excellent common
  the hobgoblin addresses the party, "I am Krygar of the
  Yagin's Break Clan. You look to be capable adventurers.
  Would you be willing to take our coin and aid us in our
  fight against our enemies?"
  
  36
  &1003
  Background
  Nine years ago, an encounter between the hobgoblin
  chief Yagin and the halfling grain merchant Thomas
  Dunfoot (NG halfling male T4) led to a very unusual and
  successful partnership being formed. Yagin and his
  hobgoblins ambushed Thomas's small caravan, and
  Thomas's two guards fled upon seeing how badly
  outnumbered they were. Yagin demanded everything
  that the merchant had. Thomas, keeping his cool,
  countered with an offer. Having no coin with him, and
  only sacks of grain being taken to market for sale, he had
  little to interest the hobgoblins. But, the halfling offered,
  if the hobgoblins saw him safely to market and back, he'd
  pay each one a few gold & silver coins. Impressed with
  the halfling's nerve, and preferring gold to grain, Yagin
  agreed (thinking he could always take all of the coins
  later on). By the time that the journey was done, Yagin
  had taken enough of a liking to the halfling (who paid up
  fairly) that the hobgoblin decided not to rob him.
  Thomas was no fool however, and realized that a band of
  hobgoblins wandering around the countryside was a bad
  thing, so he offered them some more work on behalf of
  the village council. The hobgoblins were hired to root out
  a small bandit group that had been making travel unsafe.
  Yagin liked this idea, getting paid to fight and eliminate
  opposition in the area (and maybe claim whatever booty
  the bandits had). The villagers were quite nervous, but
  Thomas walked a careful line, and dealt honestly and
  fairly with the hobgoblins.
  Since those early days the hobgoblins of Yagin's Break
  Clan have continued to work for the villagers and
  merchants as guards, occasionally as laborers, and even
  as mercenaries (driving away an orc clan that attempted
  to come into the area). In return, the hobgoblins have
  bought supplies from local merchants, learned a little
  about farming (they are not good at it) and animal
  husbandry (they are surprisingly good at raising goats)
  and have become an important part of the regional
  community. While the hobgoblins are evil, they were
  refugees when they arrived here. Now they are
  respected, well treated, well fed, and secure.
  The Yagin's Break Clan is a small band of hobgoblins,
  number 43 male warriors, 6 veteran warriors, 3 guards,
  the sub-chief Krygar, and the chieftain Yagin. In the clan-
  hold, which is a small wooden palisade with stone guard
  towers surrounding some common halls, storage
  buildings, and private residences for the leaders, there
  are also 39 females and 24 youngsters (less than the
  normal ratio, a result of the youth of this Clan, and the
  small numbers they had when they broke away from
  their parent Clan). The Yagin's Break Clan has grown in
  numbers and strength since establishing here 9 years ago,
  and the hobgoblins continue to slowly build their
  strength. Even now they are expanding the walls of their
  community, building an outer wall of stone to protect
  themselves and their goat herds from predators.
  Influenced by the humans and halflings of the area, the
  hobgoblins have taken to keeping some very large guard
  dogs (AC 6, HD 2+2) and raising goats. They have also
  tried cultivating some vegetable gardens, with poor
  results (in addition to their lack of agricultural
  understanding, the hills that they live in have thin soils
  unsuitable for farming). The humans and halflings have
  watched this move into agriculture with some
  amusement, and have given some advice, and have been
  quite willing to trade with the hobgoblins (including
  hiring them for manual labor, as the hobgoblins are
  strong, and good at stonework or clearing fields). The
  relationship between the humans, halflings and
  hobgoblins is polite, trade is fair, but all groups are still
  cautious (the humans have been drilling their militia
  much more regularly) and hardly the best of friends.
  Yagin, Hobgoblin Chief (x 1): AC 2, HD 4, hp 22, Mv 9",
  Att 1 (melee) or 2 (bows), Dmg 1d10+1 (melee) or 1d8/1d8
  (war bow), SA missile weapons, AL LN (evil tendencies,
  as the hobgoblins still believe might makes right) Size M,
  XP 144
  Yagin is smarter than the average hobgoblin (Int 13) and
  fairly charismatic (Cha 16 to hobgoblins, 11 to humans).
  He unsuccessfully challenged the chieftain of his former
  clan, and escaped, leading a small band of loyal followers
  out of the old territory. He managed to keep his followers
  
  &1003
  37
  fed and well, and overrode their objections when he took
  work with the humans. Now the Yagin's Break Clan
  enjoys their alliances, and Yagin spends time trying to
  decide how he can prove to the humans and halflings
  that he isn't a threat and would be a suitable leader for
  the region.
  Krygar, Hobgoblin Sub-Chief (x 1): AC 2, HD 3, hp 18
  each, Mv 9", Att 1 (melee) or 2 (bows), Dmg 1d8+2
  (melee) or 1d8/1d8 (war bow), SA missile weapons, AL
  LN (evil tendencies, as the hobgoblins still believe might
  makes right), Size M, XP 89.
  Krygar is Yagin's second in command, and the most
  likeable of the hobgoblins. He actually enjoys the
  company of humans and halflings, and is careful to be
  polite and respectful (as well as bathe regularly) to
  ensure that he is allowed to eat and drink in their taverns
  (he loves ale and roast turkey!). Krygar is fiercely loyal to
  Yagin, a tough disciplinarian and brave warrior, and has
  earned (and keeps) the respect of all the hobgoblins.
  Hobgoblin Guard (x 3): AC 3, HD 3, hp 16 each, MV 9",
  Att 1 (melee) or 2 (bows), Dmg 1d8+2 (melee) or 1d8/1d8
  (war bow), SA missile weapons, AL LE, Size M, XP 83
  each
  Hobgoblin Veterans (x 6): AC 6, HD 1+1, hp 9 each, Mv
  12", Att 1 (melee) or 2 (bows), Dmg by weapon type, SA
  missile weapons, AL LE, Size M, XP 46 each
  Hobgoblin Warrior (x 43): AC 6, HD 1+1, hp 7 each, Mv
  12", Att 1 (melee) or 2 (bows), Dmg by weapon type, SA
  missile weapons, AL LE, Size M, XP 42 each
  The hobgoblins are a rough & tumble group, constantly
  pushing & shoving each other, trash talking, and
  generally looking to one up each other. They also have a
  strong respect for the chain of command, and defer to the
  veterans, guards, Kygar and Yagin. If they are working
  alongside a human (or dwarven) warrior who is
  obviously more skilled and tougher than they are, the
  hobgoblins will unconsciously accept such an individual
  as an authority figure (particularly if the warrior is stern,
  no nonsense and is willing to back up any orders or
  commands with a boot or the back of their hand). The
  hobgoblins of Yagin's Break Clan have no particular
  hatred for any of the demi-human races, but they do
  think of elves as sissies and consider dwarves to be tough
  fighters worthy of respect, and find halfling and gnome
  fighters amusing. They are also quite superstitious and
  will keep their distance from clerics & magic-users.
  The Lair
  A band of gnolls has drifted into the region, seeking to
  establish a base and raid any communities that they can
  find. The gnolls and their flind leaders have clashed with
  the hobgoblins three times, and each time the hobgoblins
  have come out on the losing end of the fights. A few
  outlying human and halfling farms have been looted and
  razed by the gnolls, so the farmers are also extremely
  alarmed. So far the gnolls are finding the region to be
  easy pickings.
  The gnolls have not established a permanent base, nor
  have they found the hobgoblin's Clan hold. They do
  know where all of the human communities are however,
  and gnoll scouting parties are often seen lurking around
  the edges of the villages and within bowshot of many of
  the farms. Currently, the gnolls have setup a camp about
  12 miles west (as the crow flies) of the hobgoblin clan
  hold, although the overland journey is about twice that
  distance due to the presence of coulees, hills and rough
  terrain. The camp is a pretty simple affair, lean-tos and
  fire pits arranged fairly haphazardly on a patch of level
  creek valley (on the floodplain). The camp is about 400
  yards in diameter, and getting quite smelly. The camp
  has no particular defensive arrangements, and any
  intrusion will be met by an unorganized mob of gnolls
  rushing to the attack. Normally a dozen of the gnoll
  warriors, three of the flinds and one of the gnoll leaders
  are out scouting, leaving a reduced force (22 gnolls, 1
  gnoll leader and 8 flinds and the female camp followers)
  at the camp.
  Gnolls (x 34): AC 5, HD 2, hp 11 each, Mv 12", Att 1
  (melee) or 2 (bows), Dmg 1d8 (sword) or 1d8/1d8 (great
  bow), SA missile weapons, AL CE, Size L, XP 50 each.
  Each gnoll carries a sword and a great bow with 12
  arrows, in addition to 3d6 sp, 2d6 ep and 2d4 gp as
  personal treasure.
  
  38
  &1003
  Gnoll Leader (x 2): AC 4, HD 3, hp 16 each, MV 9", Att 1
  (melee) or 2 (bows) Dmg 1d8+1 (sword) or 1d8/1d8 (great
  bow), SA missile weapons, SD non, AL CE, Size L, XP 98
  each. These large gnolls are armed with swords and great
  bows with 12 arrows, in addition to a personal treasure of
  6d6 sp, 3d6 ep and 3d4 gp.
  Flinds (x 11): AC 5, HD 2+3, hp 14 each, Mv 12", Att 2
  (flind-bars), Dmg 1d4/1d4 + disarming, SA disarming, AL
  CE, Size L, XP 77 each. The flinds are armed with flind
  bars, and each has a personal treasure of 6d6 sp, 4d6 gp
  and 1d4 pp.
  Flind Leader (x 1) AC 3, HD 3+3, hp 24, Mv 12", Att 2
  (flind-bars), Dmg 1d4+1/1d4+1 + disarming, SA
  disarming, AL CE, Size L, XP 156. The flind leader wears
  armor of steel plates riveted to animal hide, wields flind
  bars, and carries a pouch of 7 sp, 9 ep, 33 gp and 11 pp.
  He also has a silver dagger (25 gpv) tucked into his boot.
  Gnoll Females (x 9): AC 7, HD 1, hp 5 each, Mv 12", Att 1
  (melee), Dmg 1d4 or by weapon type, SA none, AL CE,
  Size L, XP 15 each. The gnoll females have no personal
  treasure.
  The gnolls & flinds have no treasure other than what they
  carry with them.
  The hobgoblins are willing to pay each adventurer 35 gp
  for assistance in routing the gnolls, in addition to 2/3 of
  any recovered loot. The hobgoblins will expect that a
  small force of hobgoblins will accompany the
  adventurers (they are a proud warrior race, and want to
  be involved in taking care of their own problems). Most
  of the warriors will stay and protect the clan hold, while
  a band of 6 warriors, 2 veterans, and Krygar will
  accompany the adventurers. Once the gnoll stronghold
  has been located, Yagin will bring an additional force of
  20 warriors to aid in an assault on the gnolls. The human
  and halfling villagers also want the gnolls driven away,
  and they can afford to pay each adventurer an additional
  45 gp, as well as provide provisions and lodging for 3
  weeks.
  The hobgoblins will prove to be disciplined and reliable
  troops, and they will be willing to take direction from
  any obviously skilled leader. The hobgoblins will suggest
  that the adventurers attempt to ambush a gnoll scouting
  party (either near the villages or along the roads) and
  capture some prisoners to interrogate them (although
  interrogation techniques acceptable to the gnolls will not
  be acceptable to paladins, good clerics or any squeamish
  PCs), and then scout the gnoll base in preparation for
  assaulting it in force. However, they will defer to any
  reasonable, non-suicidal plan that the adventurers
  suggest. While the hobgoblins are disciplined and will
  not betray the adventurers (in this instance), they are still
  evil and can be casually brutal to prisoners. The
  hobgoblins will not hesitate to torture any captured
  gnolls for information, will not respect a surrender or
  plea for mercy, and might even kill one of their own clan
  if that individual is severely wounded and will slow
  down or threaten the remaining group's chances of
  survival. These actions may place them at odds with the
  adventurers, although both Yagin and Krygar will relent
  (and act "good") if pressed, as they are more concerned
  about protecting their clan hold than gaining revenge.
  Loose Ends
  The hobgoblins are a generally law abiding group, who
  have become an important and accepted, if not loved,
  part of the regional community. If the party
  indiscriminately attacks and kills them, there will be
  repercussions. The locals will consider the adventurers to
  be bloodthirsty brigands, and will be hesitant to deal
  with them. The hobgoblins kept many monsters and
  brigands in check, and a sudden power vacuum will
  probably be filled by something that preys on the
  villagers.
  The gnoll and flind band was displaced by a more
  powerful group of gnolls (loyal to their shamans who
  worship Yeenoghu), and these gnolls (who are far more
  numerous) may begin expanding into this region. This
  would certainly threaten the peace and safety of the
  human and Halfling communities (as well as the
  hobgoblin community).
  The hobgoblins are eager to earn more coin and would be
  quite willing to serve as mercenaries or camp guards for
  the adventurers. They are quite reliable (as long as the
  adventurers remain the stronger group), and are decent
  fighters, so such a commercial arrangement might be to
  everyone's mutual interest. This might cause a lot of
  distress for good aligned adventurers.
  A band of rival adventurers might decide that the evil
  hobgoblins need to be driven out, and the hobgoblins
  might appeal to the adventurers for assistance. This could
  put the adventurers in the uncomfortable situation of
  defending a group of relatively peaceful humanoids from
  a band of good aligned adventurers (possibly including a
  paladin). How do the adventurers deal with such a
  situation without having their reputations sullied?
  
  &1003
  39
  Kenku
  Texts Required:
  PHB, DMG, FF
  Monster:
  Kenku (8)
  Terrain:
  River Crossing in a Forest
  Party levels:
  level 3 to 4, 17 to 22 levels total
  Experience:
  Total:
  4,355
  xp (not including spell books)
  Monsters:
  2,161
  xp (kill all)
  Treasure:
  2,194
  xp (not including spell books)
  The Setup
  DM's note: This encounter may be dropped into play
  without any set-up, just a "random" encounter, or the
  party may hear rumors of a band of ruffians restricting
  travel across a bridge. These rumors could be as simple
  as some merchants complaining, or more complex like a
  request to investigate.
  The party comes to a stone bridge over a fast moving,
  rocky river. The banks are steep, and crossing by foot or
  horseback is impossible and foolish. The bridge is the
  obvious choice, except for the fact that there is a
  prominently posted sign stating "Toll 5gp", and a
  battered helmet at the base of the sign post. A grizzled
  warrior, wearing well used chain mail, leaning on his
  sword, notes the party's approach. He silently points at
  the sign, and then at the helmet. He shows no signs of
  fear or concern. He is an illusion created by the kenku
  leaders phantasmal force spell.
  If PCs are observant, or look for signs of ambush, they
  will see and hear movement in the surrounding forest,
  and see a number of silhouettes. They will also see a
  number of helmets, shields, and a few bodies/heads
  hanging from branches or on posts, evidently as a
  warning. The toll-collector will not speak at any time,
  although if questioned, he will point angrily at the helmet
  and the sign, and may shift into a fighting stance.
  The kenku have carefully prepared this area, and have a
  number of blinds prepared in the forest, as well as
  several dummies (9 total, located at the spots marked "D"
  on the map) dressed in armor to misdirect PCs. The
  kenku have also carefully created barriers of deadfall and
  brambles, slowing any attacking PCs to 1/3 speed as they
  make their way through the forest.
  A few "trails" may be found, but they are a trap, and the
  locations marked "P" on the map represent a pit trap 10'
  deep with wooden stakes on the bottom. PCs falling into
  the pit will be impaled by 1d4-2 stakes, each causing
  1d6+2 hp of damage. Generous DMs may allow a falling
  PC to make a dexterity check to "twist" away from the
  spikes. Kenku may flock to the pits and harass PCs with
  arrows taking advantage of trapped PCs' limited
  mobility.
  The Bridge
  If the party pays the toll, they will be allowed to cross the
  bridge unmolested. The kenku are interested in collecting
  wealth, not fighting. However, they will take careful note
  of the money and equipment that the party carries, and
  they may (DM's discretion) follow the party with the
  intent of robbing them while they camp overnight. If the
  party launches an attack, they will respond in kind.
  Similarly, if the party chooses to cross without paying the
  toll, or detects the illusion, they will launch an attack.
  In the first round, the "toll collector" will charge (with the
  kenku leader remaining out of sight to control the
  phantasmal force). The weakest (3 HD) kenku will attack
  with their short bows, using the trees and mannequins as
  cover (50% cover, -4 bonus to AC), while the Veteran
  Kenku attack with a spell (e.g., Magic Missile, Sleep).
  In the second round, the "phantasmal warrior" continues
  to melee, the kenku keep up the missile fire, although if
  PCs charge into the bushes to attack, the kenku will break
  cover to fly up into the trees. The veteran kenku turn
  invisible, and take to the air.
  On the 3rd round, the veteran kenku swoop to attack
  from behind while still invisible (+4 bonus to strike, and
  double damage as a level 4 thief), and the archers take to
  the air and continue to shoot arrows at the PCs. The
  leader allows the phantasmal force to lapse, and attacks
  with either Magic Missile (targeting a magic-user) or Web
  (if a group of PCs can be targeted).
  
  40
  &1003
  If the kenku feel that they have an advantage, they will
  continue to press their attacks on the 4th and subsequent
  rounds. Should they being to suffer any losses (e.g. two
  kenku are slain, or the majority of the kenku lose 30% or
  more of their hit points) they will break off and flee,
  scattering in many directions (to confuse anyone
  attempting to track them), and regrouping at their tree
  house. If the PCs respond to the kenku attack with
  overwhelming force (e.g. killing more than two kenku, or
  using powerful battle magic and magical arrows, etc.) the
  kenku may flee directly to their tree house, grab
  possessions, and continue their flight. PCs may see the
  tree house, if they look in the right direction and actively
  look for dangers in the forest canopies (the same chance
  as finding a secret door, 1 in 6 (2 in 6 for elves and half-
  elves)). Whether or not PCs notice the kenku regrouping
  will depend upon the actions taken by the characters.
  
  &1003
  41
  Phantasmal Warrior (x 1): AC 5, HD 5, hp 29, Mv 9", Att
  1, Dmg 1d8+1, SA illusion, SD illusion, MR 0%, AL N/A
  Size M, XP 0. The kenku leader will have the phantasmal
  warrior fight realistically, with the same skill and ability
  as the kenku leader himself, which serves to augment the
  believability of the illusion.
  Kenku (x 4): AC 5, HD 3, hp 14 each, Mv 6"/18" (MC: D),
  Att 3 or by weapon, Dmg 1d4/1d4/1d6 or by weapon
  (1d6/1d6 for short bow, or 1d8 for sword), SA spells,
  disguise (50%), thief skills (at 4th level), shape change
  (for 7 day period, once per 30 days), SD n/a, MR 30%, AL
  N(E) Size M, XP 162 each
  Spells (cast at 3rd level): kenku 1: Magic Missile; kenku 2:
  Magic Missile; kenku 3: Affect Normal Fires; kenku 4: Sleep
  Veteran Kenku (x 3): AC 5, HD 4, hp 19 each, Mv 6"/18"
  (MC: D), Att 3 or by weapon, Dmg 1d4/1d4/1d6 or by
  weapon (1d6/1d6 for short bow, or 1d8 for sword),SA
  spells, invisibility, disguise (50%), thief skills (at 4th
  level), shape change (for 7 day period, once per 30 days),
  SD n/a, MR 30%, AL N(E) Size M, XP 316 each
  Spells (cast at 4th level): kenku 1: Magic Missile, Sleep;
  kenku 2: Magic Missile (x 2); kenku 3: Magic Missile,
  Shocking Grasp.
  Kenku Leader (x 1): AC 5, HD 6, hp 34, Mv 6"/18" (MC:
  D), Att 3 or by weapon, Dmg 1d4/1d4/1d6 or by weapon
  (1d6/1d6 for short bow, or 1d8+1 for Long Sword +1), SA
  spells, call lightning, invisibility, disguise (50%), thief
  skills (at 4th level), shape change (for 7 day period, once
  per 30 days), SD n/a, MR 30%, AL N(E) Size M, XP 565
  Spells (cast at 5th level): Magic Missile, Sleep, Web,
  Phantasmal Force.
  The Tree-House
  The kenku lair is a short distance away, in a large oak
  tree. Their "tree house" is a number of well camouflaged
  platforms connected by walkways, and has a number of
  traps to discourage intruders. The oak tree is prominently
  visible however, standing at least 40' above the adjacent
  trees, and providing a line of sight view of the bridge.
  The first trap consists of caltrops strewn about the tree,
  for a distance of 100' around the oak. PCs crossing this
  zone are subjected to an attack (as a 3 HD monster,
  excluding shield bonuses) for every 10' traveled, or take
  1d3+1 damage. A number of Alarm spells have also been
  cast throughout the area, which will warn the kenku of
  any approach.
  There is a ladder which can be used to access the tree
  house, although astute players will wonder why flying
  monsters would need a ladder to access a tree house. The
  ladder, 50 feet in height, appears sturdy and well made.
  The ladder has a rung at the 40' mark that will trigger a
  latch, causing the ladder to kick back away from the tree
  with sufficient force to cause damage in excess of normal
  damage. The PCs on the ladder will suffer more damage
  than a fall, (equivalent to a 60' fall for those at the 40'
  mark, a 50' fall for those at the 30' mark on the ladder, a
  30' fall for those at the 20' mark, and only a 10' fall for
  those at the 10' mark). Of course, those on the ladder
  when it falls backwards will find themselves back in the
  caltrop field.
  While the PCs are trying to access the tree house, the
  kenku will be harassing them with missile fire using
  short bows, and they have enough arrows that their
  ammunition supply is effectively unlimited, while
  retaining 50% cover (for a bonus of –4 to their AC) or
  using any remaining spells.
  The kenku each have a bag of their treasure, kept in a
  handy location where the bag can be grabbed in the event
  that they decide to flee. Each bag contains a traveling
  spell book (with the kenku's memorized spells, and 1d6-3
  additional spells, the leader's spell book has seven 1st
  level spells, including Alarm, three 2nd level spells and
  two 3rd level spells), 18 gp and 40 sp. The veterans have
  an additional 15 gp, 10 sp and 1 100 gp gem, and the
  leader has a total of 12 pp, 50 gp, and 30 sp, as well as
  three 100 gp gems.
  Additional treasure is kept in a locked strong box (with a
  poison needle trap, type B insinuative poison save at +3
  or suffer 25 hp damage), and the leader carries the key.
  
  42
  &1003
  The strong box, which is too heavy for the kenku to take
  with them, contains 1,050 sp, 220 gp, 15 pp, a Potion of
  Sweetwater and 3 gems (100 gp value each).
  Lizard Men
  Texts Required:
  PHB, MM
  Monster:
  Lizard Men (50)
  Terrain:
  Rural Area
  Party Levels:
  2nd to 3rd
  Experience:
  Total:
  3,546
  xp
  Monster:
  2,393
  xp
  Treasure:
  1,153
  xp
  Monster XP does not include xp for the uncivilized lizard
  men, and treasure XP does not include xp for Wand of
  Earth and Stone or any rewards.
  The Setup
  The local authorities, seeking to hire mercenaries, have
  contacted the adventurers. Recently, bandits were
  causing trouble for travelers (or such was assumed to be
  the case, as travelers were going missing, with no
  survivors ever found to provide eyewitness reports), and
  the local lord sent out a squad of soldiers to find these
  bandits. The soldiers came under attack by a group of
  lizard men armed with shields, war clubs and darts.
  After a brief fight, the lizard men retreated into a nearby
  swamp. The mounted soldiers also retreated, as they had
  been losing the fight. The local lord wants the PCs to root
  out the lizard men and will pay each PC 75 gp (tax free).
  A local magic-user of some reputation (at least 7th level)
  contacts the PCs, offering them a job to retrieve an item of
  his which was captured by some lizard men raiders. The
  item is a steel box, magically locked, which contains some
  items "of importance to me". The magic-user will caution
  the party not to open or tamper with the box, but offers
  100 gp per adventurer to recover the box. If the party
  negotiates, he will hold firm on price but offer to teach
  any magic-users one or two 1st or 2nd level spells.
  The PCs are traveling into the borderlands region, intent
  on plundering some old dwarf holds, or tombs of the old
  Hill Kings. They are following a road (more like a trail
  actually) that skirts a large fen, when they are ambushed
  by a band of lizard men, throwing heavy darts as they
  charge from the swamp.
  The Lair
  This swamp has long been home to a small, peaceful
  band of lizard men. The local lizard men were quite
  content to live in peace in their swampy home, avoiding
  contact with the humans. They spent their days hunting
  turtles, fishing, and generally staying out of trouble.
  Uncivilized Lizard Men (x 21) (AC 5, MV 6"//12", HD 2+1,
  hp 12 each, Atts 3, Dmg 1d2/1d2/1d8 (claw/claw/bite), SA
  surprise 4 in 6 in swamp, Size M, AL N, XPV 86 each)
  Uncivilized Lizard Man "Hero" (x 1) (AC 5, MV 6"//12",
  HD 2+1, hp 17, Atts 3, Dmg 1d2+1/1d2+1/1d8+1
  (claw/claw/bite), SA +1 to hit, surprise 4 in 6 in swamp,
  Size M, AL N, XPV 131)
  Lizard Man Shaman (3rd level shaman) (x 1) (AC 5, MV
  6"//12", HD 2d8+2d4+1, hp 16, Atts 3, Dmg 1d2/1d2/1d8
  (claw/claw/bite), SA spells, surprise 4 in 6 in swamp, SD
  spells, none, Size M, AL N, XPV 214) (spells include cure
  light wounds (x 2); chant)
  Unfortunately, a group of civilized lizard men were sent
  to the swamps by their king to bring the local lizard man
  population "into the kingdom". The arrival of these
  civilized lizard men has the locals quite upset, and the
  lizard man shaman in charge of the locals is wise enough
  to know that stirring up the human population will not
  
  &1003
  43
  turn out well for the lizard men. Since the uncivilized
  lizard men have resisted their overtures, the civilized
  lizard men have decided to start raiding the local human
  population. Their plan is to bring human soldiers into the
  swamps, creating a threat that forces the uncivilized
  lizard men to join the "kingdom".
  Civilized Lizard Men (x 24) (AC 4, MV 6"//12", HD 2+1,
  hp 11 each, Atts 1, Dmg 1d4 (dart, 3" range) or 2d4
  (spiked club), SA missile weapons, Size M, AL NE, XPV
  83 each)
  Civilized Lizard Man Leaders (x 2) (AC 4, MV 6"//12",
  HD 2+1, hp 17 each, Atts 1, Dmg 1d4+1 (dart, 3" range) or
  2d4+1 (spiked club), SA strike as 3+ HD creature, missile
  weapons, Size M, AL NE, XPV 116 each)
  Civilized Lizard Man Commander (x 1) (AC 2, MV
  6"//12", HD 3+1, hp 21, Atts 1, Dmg 1d4+2 (dart, 3" range)
  or 2d4+2 (spiked club), SA strike at +1 to hit, missile
  weapons, Size M, AL NE, XPV 169)
  If the party enters the swamps, the uncivilized lizard men
  will become aware of them, and follow the party at a
  distance (95% likely to remain undetected). Eventually
  the party will wander into a civilized lizard men ambush
  (12 lizard men, throwing darts and nets). After 2 rounds
  of combat, a half dozen uncivilized lizard men will leap
  into the fray, attacking the civilized lizard men. This will
  be enough to get the civilized lizard men to flee.
  The uncivilized lizard men will be very nervous, but will
  hold up empty hands, and move slowly (hoping to avoid
  provoking a violent response from the PCs). If the party
  does not immediately attack, the old shaman will emerge
  and try to communicate with the PCs (unfortunately
  none of the lizard men speak any language other than the
  lizard man language). If communication can be
  established, the lizard man shaman will explain that he
  and his tribe want to live in peace, but that the "metal
  using lizard people" want to fight the humans on behalf
  of their lizard king. He will ask that the humans drive the
  civilized lizard men out of the swamp. He can offer a few
  items in exchange, and will provide four lizard men
  warriors to act as scouts and assist in the fight.
  The uncivilized lizard men have little in the way of
  treasure, but can offer to lead the party to the civilized
  lizard men's camp. The shaman will offer a quantity of a
  vegetable paste to the party, which can be applied to
  wounds and bites. This paste heals 1d6 hp of damage and
  provides +2 saving throw vs. poison & disease (if the
  cause of the poison or disease is the wound being
  healed). There is enough paste for 6 applications (and
  should be considered to have a value of 50 xp or 200
  gp/application).
  Attacking the civilized lizard men is easier said than
  done; while they do not have a fortified camp, they are
  expecting trouble. There are six guards (three pairs) on
  watch at any time, and they are only surprised 1 in 6. The
  civilized lizard men are disciplined, and will put up a
  very strong fight, but will retreat if total defeat seems
  inevitable. The civilized lizard men have managed to
  build a small hoard, including 206 sp, 83 ep, 107 gp, 3 100
  gpv gems, a wooden box holding 12 silver cups (25 gpv
  each), 24 silver arrow heads (1 gpv each), a leather belt
  with 36 pp riveted to it, and 3 crude ivory figurines of
  lizard men (60 gpv each) and a steel box (wizard locked
  at level 7). The box contains a wand wrapped in vellum,
  and the vellum is protected by explosive runes. The
  wand is a wand of earth & stone (6 charges).
  Loose Ends
  Now that the local population is aware that there are
  lizard men living next door in the swamp, how will they
  react? The shaman will be willing to trade his healing
  paste in exchange for the kind of tools that can help his
  people hunt more efficiently and/or guarantees that his
  tribe and the swamp will be left alone. If the adventurers
  treated the lizard men honestly, he will trade with them
  as well. He might need assistance from human
  adventurers in the future (such as if a black dragon
  moves into the swamp).
  Where exactly does the Lizard King reside, and how
  large a lizard man army has he raised? What purpose
  does he have in mind for his army? If the party attacks
  every lizard man they encounter and displace or weaken
  the uncivilized lizard men, they will fall under the
  influence of the Lizard King, and they will begin to raid
  the human communities in the region.
  What about the old dwarf holds or the Tombs of the Hill
  Kings? What treasure and danger can be found in those
  locations?
  
  44
  &1003
  Wild Cattle
  Texts Required:
  PHB, DMG, MM
  Monster:
  Wild Cattle (varies), Lions, Anhkheg,
  Wolves
  Terrain:
  Hills
  Party levels:
  2nd to 4th level, combined party levels
  of 12 to 18
  Experience:
  varies based on scenario specifics
  Total:
  varies
  Monsters:
  varies
  Treasure:
  varies
  DM's Note
  This is more of a scenario than a lair, and will require
  some work on the DM's part to adapt the specifics to the
  campaign and the players. It is likely that the adventurers
  will spend several days (or even weeks) of game time in
  this scenario, giving the DM the opportunity to plague
  the players with logistical challenges, bad weather, and
  all the other joys of adventuring.
  The Setup
  A local minor noble has been looking to hire adventurers
  for an expedition into the plains. He's going on a cattle
  hunt, and needs adventurers to help make the expedition
  successful.
  While traveling through the plains, the adventurers come
  across a large herd of wild cattle, and a few men trying to
  catch one of them. The men, a group of local farmers &
  herdsmen, make an offer of employment to the player
  characters.
  Cattle Wrangling
  A few years of good rainfall, mild winters, and excellent
  grass has led to a boom in the wild cattle population of
  the region. Now, during the regular seasonal migration a
  herd of well over two thousand animals is passing
  through the region, drawing predators with it (and
  grazing the vegetation to the roots). While this spells
  trouble for the wild cattle population over the next
  winter, a local land-owner or group of ranchers has
  decided to take advantage of the opportunity and
  attempt to capture and domesticate several of the cattle.
  Given that the cattle themselves can be quite dangerous
  (being 7' to 9' long, and weighing up to 2,000 lbs), and
  that they are also "meals on the hoof" for a number of
  dangerous predators, part of the plan includes getting
  some adventurers involved in the hunt in order to
  provide protection.
  The cattle are quite valuable (the going rate in the PHB is
  10 gp per cow), and the sponsors of the expedition are
  willing to either pay 3 gp for each animal (they can be
  negotiated up to 4 gp per animal), or give the
  adventurers 1/3 of the captured animals. In addition, the
  sponsors can provide food for the duration of the
  expedition, tents, a few wagons (to move supplies), and
  enough rope to keep any captured cattle hobbled and
  restrained.
  Since only living cattle have any value, the typical
  adventurers' response of a direct assault is of little use in
  this scenario. It is also recommended that subdual
  damage not be allowed as a method of capturing cattle (it
  is difficult to visualize a pair of armored fighters beating
  down a cow with the flats of their swords, declaring
  victory, and the cow being in any shape to be added to a
  herd).
  Weapons such as the lasso and nets (described in
  Unearthed Arcana) would be particularly useful to
  characters participating in this scenario, as will access to
  warhorses or well-trained riding horses (which for the
  
  &1003
  45
  sake of game play conveniently overlooks the fact that a
  cutting horse is not a warhorse, or vice versa). Properly
  trained dogs might also be useful (although a few good
  kicks from a wild cow will probably teach the dogs to
  keep their distance). Non-weapon proficiencies (if used in
  the DM's campaign) such as "Animal Lore", "Animal
  Handling", and "Rope Use" may also be useful.
  The use of magic should not be overlooked. The sleep
  spell would be a simple means of harmlessly
  incapacitating a few cattle, web could be used to tangle
  up several. Druidic spells such as entangle would also
  aid in the capture of wild cattle, and a persuasive druid
  using speak with animals or animal friendship might be
  able to round up dozens of wild cattle.
  The players may want to use tactics like chasing cattle
  into pre-built pens or enclosures, isolating and catching
  one or two wild cows at a time, blitzing the entire herd
  and trying to catch as many as possible before the cattle
  all stampede away. As players let their imagination run
  wild, the DM will have to use discretion to determine
  how likely any given scheme is to succeed.
  The cattle will be in the region for 10 days or so, grazing
  as they travel 5 to 6 miles a day, and the larger herd has
  splintered into smaller herds as they graze and seek out
  watering holes. The challenge that the party faces is
  capturing as many cattle as possible in that 10 day
  period.
  The wild cattle vary in size (and hit dice), but are not
  normally overly aggressive, although they will attempt to
  charge or trample attackers, and may stampede as well.
  Mixed in with the cattle are larger more aggressive bulls,
  which are less likely to stampede and more likely to
  attack creatures that approach closely.
  Wild Cattle (x 20d10): AC 7, HD 1 to 4, hp varies by HD,
  MV 15", Att 1, Dmg 1d4, SA stampede (2d4 cattle trample
  each person in their path for 1d4 damage/cow), AL N,
  Size L, XP varies by HD (1 HD = 10 xp + 1 xp/hp) (2 HD =
  20 xp + 2 xp/hp) (3 HD = 35 xp + 3 xp/hp) (4 HD = 60 xp +
  4 xp/hp)
  Wild Bull (x 1d20): AC 7, HD 4, hp 24 to 32, MV 15", Att
  2, Dmg 1d6/1d6, SA charge for 3d4 goring & 1d4
  trampling damage, AL N, Size L, XP 85 xp + 4 xp/hp
  Any captured cattle will need to be watched carefully,
  both to prevent escape, and to keep any predators (see
  below) from eating them. This means once the party has
  captured a few cattle, they may have to split their forces.
  The Opposition
  While the adventurers are busy tracking down and
  catching the wild cattle, other predators will be in the
  area looking to have their share of the wild cattle as well.
  Three likely sets of candidates include:
  a) A pride of lions has followed the wild cattle herds, and
  they will stalk and hunt the adventurers as well (being
  unfamiliar with humans). The lions lack the speed to
  chase down fleeing cattle, so they tend to use stealth to
  get as close as possible, and attempt to scare cattle into
  the claws & fangs of another lion. They tend to prefer
  night time attacks. The lions will use the same tactics on
  adventurers.
  Lions (x 2d6) AC 5/6, HD 5+2, hp varies, MV 12", Att 3,
  Dmg 1d4/1d4/1d10, SA if both fore claws strike, attack
  with rear claws (1d6+1/1d6+1), SD surprised on "1", Int
  semi, AL N, Size L, XP 225 + 6 xp/hp
  b) A pack of large wolves is also shadowing the herds,
  keeping their distance from the lions. The wolves have
  the speed and ability to coordinate over distances (with
  howls, barks, etc.) and they will seek to isolate a lone cow
  and drag it down. They are unlikely to attack any
  humans, but might attack horses, or try and take some of
  the cattle that the party has already captured.
  Wolves (x 2d10) AC 7, HD 2+2, hp varies, MV 18", Att 1,
  Dmg 1d4+1, SA none, AL N, Int semi, Size S, XP 35 xp + 3
  xp/hp
  
  46
  &1003
  c) An anhkheg, a local predator, is eating its fill of wild
  cattle. This armored monstrosity is tunneling around and
  launching an attack at least daily. Not having any means
  of discerning wild cattle from mounted adventurers, the
  anhkheg might attack the party.
  Anhkheg (x 1) AC 2 (belly 4), HD 3 to 8, hp varies by HD,
  MV 12" (6")", Att 1, Dmg 3d6 (+1d4), SA squirt acid (30'
  range 8d4 hp damage), AL N, Int non, Size L, XP by HD
  d) The predation will leave a number of carcasses lying
  around, which will bring in carrion eaters, some of which
  might pose a threat. In addition to the vultures, crows
  and other carrion birds, a flock of giant vultures may be
  attracted to the herd. These carrion birds might fight to
  defend their food, or take advantage of an injured
  individual (like a PC or a mount) to make a fresh meal.
  Giant Vultures (x 2d6) (AC 7, HD 2+1, hp varies, MV
  3"/24" (MC:D), Att 1, Dmg 1d4, SA none, AL N, Int
  Animal, Size L, XP 35 +3 xp/hp)
  DM's Notes
  For a little more excitement, bison (5 HD herd animals)
  could be substituted for the wild cattle, the wolves could
  be replaced with dire wolves, or even goblins mounted
  on worgs. There may also be competition from other
  humans (like local tribesmen), which could lead to
  violent clashes.
  If the PCs choose to take their share of the "treasure" in
  the form of live cattle, they will need to find a way to
  corral and feed those animals, and eventually sell them.
  This may well lead to additional adventures as the PCs
  try to drive the cattle overland.
  New Spells
  Cleric Spells
  Slow Disease
  Level:
  Cleric 2
  Type:
  Abjuration
  Range:
  touch
  Duration:
  1 day/level
  Area of Effect:
  1 person or animal
  Components:
  V, S, M
  Casting Time:
  2 segments
  Saving Throw:
  none
  This spell may be used by lesser clerics and priests to
  slow the progress of a disease or illness until such a time
  as a senior cleric is able to cast a cure disease spell.
  Unfortunately for the recipient, the spell only slows the
  progress of the illness, it does not alleviate any of the
  symptoms or reduce the infectiousness of the spell. The
  casting works to suspend the progression of the illness
  for a period of 1 day per level of the caster. Thus, a 4th
  level cleric casting this spell on a tuberculosis patient will
  prevent the tuberculosis from progressing for 4 days.
  This spell is effective on the magical illnesses spread by
  monsters such as mummies, as well as lycanthropy (if
  cast on an infected person prior to their first
  transformation).
  Carry Illness
  Level:
  Cleric 3
  Type:
  Abjuration
  Range:
  touch
  Duration:
  1 day/level +
  Area of Effect:
  see below
  Components:
  V, S, M
  Casting Time:
  3 segments
  Saving Throw:
  see below
  This spell is unique to the faith of Kiputytto (the goddess
  of sickness), and it allows the caster to touch an infected
  target and then "carry" that illness for the duration of the
  spell, with the ability to then transfer that disease to a
  recipient by touch. The "recipient" is allowed a saving
  throw against spells to avoid infection, although the
  donor is not allowed a save (even in the event they are
  aware that they are subject to a spell). The cleric who
  carries the illness or disease will not become infected by
  the disease that they carry.
  
  &1003
  47
  
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SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[1e Compatible, OSRIC]/1e, OSRIC Adventures & Settings/&3 Book of Low Level Lairs 1 (1e,OSRIC).pdf