TEXT: The Chest
  By
  Aaron Fairbrook
  After being cautious and much debate, the chest finally opens and you see a bright light…. and
  stairs going down?! An adventure for level….well, I guess it depends on which path is chosen as
  this doesn’t follow a balanced encounter approach!
  
  Author’s Note
  I want to thank my patrons for supporting this adventure on my Patreon.  The weapon created by my Patreon’s
  Creation Station is Dawnguard. Thanks for your support! https://www.patreon.com/malrexmodules
  There is no purpose, no reason, no why and no suggested character levels.  No hooks, no main villains, no huge
  storyline.  This short adventure deals simply with a chest that can be put almost anywhere for your greedy
  players and can be adjusted as needed by the GM.  Ok, I take it back….maybe there is a purpose after all.
  Perhaps the purpose of this adventure is for the delight of the GM for one brief moment, for instead of excited
  players cautiously opening another random chest once again overflowing with treasure and magic items….
  the GM will only be met with looks of confusion, head scratching, bewilderment and perhaps a few ‘huh?’’s.
  For there is no simple treasure in this chest, no expensive clothing, objects of art, or magic
  items….Nope……There is just simply stairs leading downwards.  In fact, there’s your hook!  Stairs descending
  downwards inside a chest.  Simple. Perfect.  Sure, the players may only nibble at your hook at first, as most will
  close the lid, move the chest, and re-open it, but the result is always the same.  Stairs leading down to the
  unknown…Enjoy!
  “The Chest” is an adventure for use with the For Gold & Glory ruleset. For Gold & Glory and FG&G are
  trademarks of Justen Brown. This work is not affiliated with Justen Brown.
  The Chest
  Author:  Aaron Fairbrook
  Mapping/Layout:  Aaron Fairbrook
  Cover Art:  Dean Spencer (https://www.patreon.com/deanspencerart) Some
  artwork © 2017 Dean Spencer, used with permission. All rights reserved.
  Backcover Art:  Jacob E. Blackmon
  Interior Art:  William McAusland, Robert Henniger–some artwork copyrighted by
  Robert Hemminger, used with permission.  Jacob Blackmon, Matt Morrow, Patrick E.
  Pullen, JEShields.
  Artist: William McAusland
  1
  
  Background
  Greed…..and the lust for gold and treasures.  Both
  aspects can make people do funny things to protect
  their valuables from thieves.  Jhorgek the Haggler is
  one such victim of greed and always worried about
  his loot.  Long ago, through his own magic and help
  from exceptional craftsmen, Jhorgek had a chest
  created to help organize, store, and protect his loot.
  In fact, with all the hours of counting coins and
  organizing his vast treasures, he even built a place to
  sleep and live amongst his treasures.  The chest
  began to create its own guardians and traps to
  watch over and protect the treasure, loyal only to the
  owner of the chest.  And to become the owner of the
  chest, one must simply spill a drop of their own blood
  and place a correct coin type into each vault and
  then wait a full day.
  But over the years, treasure still could not save
  Jhorgek from time and with his death, the chest
  switched owners over and over, eventually becoming
  lost in the wilds, until now…….
  The Dungeon
  Unless otherwise noted, the whole dungeon is lighted
  by a continual light spell and immaculately clean—no
  dust, no cobwebs, and most doors are easily opened.
  The smooth, stone walls are not carved blocks, but
  seemed to have been carved out of one single block
  of stone.  Please refer to the Appendix for New
  Monsters.
  Wandering Encounters
  Roll every hour of travel with a result of 1 or 2 on a d10
  generating a result:
  The Chest
  The chest is made of solid Black Ash wood, tediously
  carved of a relief of a dragon lying upon an
  impressive treasure hoard with one eye open.  The
  lock is centered on the nostrils of the dragon, but is
  currently unlocked.  It weighs approximately 50
  pounds.
  If Opened:  A inky velveteen blocks the contents of
  the chest, with light escaping outwards along its
  edges.
  1. Entrance:  The liberation of light
  from the open chest, reveals the
  top of two ominous hooded
  stone statues flanking a
  claustrophobic 30 foot
  stairway leading down.  Near
  the bottom, the stairs
  widen, matching the
  flowing robes of the statue
  as the stonework eventually
  merges into the floor.
  The cramped room contains the
  beginning of a shiny, copper-plated steel railroad that
  hugs the left wall and travels down a lengthy corridor.
  A mining cart rests approximately 10 feet down the
  hallway.
  ● Miner’s cart is empty.  Wheels are greased and
  are completely silent if moved.
  ● Passage extends for 300 feet!
  Roll
  Encounter
  1
  (1) Gelatinous Cube: AC: 8, Move: 6, HD 4, hp 30, THACO 17, Attack: 1 (2d4 touch), Size L (10’ cube), 
  Morale 10, XP 2,000. Special: Electricity immunity, engulf, paralyzation, surprise, spell immunities.  This 
  cube is the reason why everything is so clean.  Doors automatically open for it except the various 
  vault doors and the Hearth Door (Area # 11). A human skeleton is within.
  2
  Coin Mites—The first trial of dungeon cleaning before the Gelatinous Cubes, the Coin Mites are the 
  size of a regular ants and toil endlessly moving loose coins to their correct vault, and usually in groups 
  of 15-20. They scatter at the party’s approach and are harmless, leaving a random single coin.
  3
  Noise: Loud locking noises or the grating of stone on stone can be heard.  Perhaps the fountain in 
  Room #3?
  4
  Wind: A swift, unnerving breeze rushes through the place disrupting cloaks and open flames (if any).  
  5
  Scalene’s portal: A violet and reddish hued sky-rip violently erupts out of nowhere, releasing a 
  cacophony of crackling lightning and spewing an odd, damp mist through the jagged edges, but 
  closes and disappears almost immediately, leaving only traces of an ozone scent.
  6
  Strange: Dancing Lights  flit and scatter down the halls, eventually disappearing. One of the first trials 
  of keeping the vaults lit.
  Artist: Robert Hemminger
  2
  
  2. The Door: The mining cart tracks curve slightly and
  end on the west side of the room with another mining
  cart (empty).  Immaculately carved stone door with
  petroglyphs of chests, boxes, bags, and other various
  containers surrounded by spilled coins and a gold
  plated scale, perfectly balanced, set in the middle.
  ● When/If the door is touched, a series of unlocking
  clicks and rumbles, as if several locks are being
  opened sound throughout the chamber, and the
  door opens on its own accord.
  3. The Fountain: A massive, marbled man’s head,
  cocked at an angle and staring at the ceiling, has
  water bubbling out of holes from atop its head that
  trickles down and collects in a shallow fountain bowl.
  On the outside part of the bowl, faint stone-carved
  writing can be gleaned that face each plated door
  of copper (10 gp), silver (50 gp), gold (100 gp),
  electrum (250 gp) and platinum (350 gp) that lead
  out of the room. A echoing, booming voice erupts
  from the head, “Copper, silver, gold, electrum, or
  platinum?”
  ● If the party says one of the types of coins, the
  respective door will open upwards with a great
  rumbling.
  ● The faint writing will take time to discern and
  provides a short, but boring history of the different
  valuable metals and their characteristics.  A clue,
  (for Room #7) is that in the electrum history section
  it refers to it as ‘white gold’.
  ● Every time the room is entered, the head will have
  moved into a different position—sometimes face-
  down in the water, or water gurgles out of its
  mouth, or tears, etc.  The question will always
  remain the same and with clarity.  The other doors
  will not open without the verbal command of the
  coin type by the characters.
  4. Copper Mine: Spider webs of copper ore veins are
  imbedded into the rough-hewn stone passageway.
  Gravel, rubble, and large hunks of copper ore litter
  the floor and crunch when (if) walked upon,
  disrupting the otherwise eerily quiet passage.
  ● Halfway down the hall are half-rotted corpses of
  four hobgoblins (or other humanoid suitable in the
  GM’s campaign).  Corpses have low quality
  equipment and nothing of value.
  ● Mining and smelting the copper ore veins and
  chunks could take weeks for a character with the
  mining (or similar) non-combat skill, but could
  potentially yield 2,400 gp.
  ● In each open cavern there are 100 copper coins
  scattered about.  Five Copper Guardians are in
  each room.  Sounds of battle will bring them all to
  the battle location in 1d4+1 rounds.
  (15) Copper Coin Guardians:  AC: 6 (special), Move:
  9, HD 2, Hp 12 each, THACO 19, Attacks: 1 or 3 (1d6,
  fist or 1d3 range*), Size S, AL N, XP: 65.
  When defeated, Copper Coin Guardians shatter (not
  harmful) into a pile of 30 +1d20 copper coins.
  5. Silver Room:  The short stone passage becomes
  encased in silver that covers the walls, ceiling and
  floor inside the room.  A silvery, sloshy muck covers the
  room’s floor, approximately one foot deep.
  ● Once room is entered, three silvery forms (Silver
  Guardians) will begin to arise out of the silvery
  muck and form in 1d3 rounds.  Their facial features
  will match some of the party members.
  ● If the Silver Guardians are defeated, the room’s
  floor will quickly harden and characters will need
  1d4 rounds to chip themselves out.
  (3) Silver Guardians: AC 3, Move 12, HD 3, hp 22 each,
  THACO 17, Attacks: 1 + Special (1d8+2 or spit), Size M,
  AL N, XP:  120
  When destroyed, the Silver Guardians leave behind
  100 sp.  Collected chipped silver can be sold for an
  extra 400 sp.  For those who are very greedy and
  stubborn, chipping out the floor, walls, and ceiling
  could potentially yield 3,000 gp after several weeks of
  work.
  6. The Golden Lord: Two Gold Guardians stand guard
  to either side of a door.
  ● They will not attack, unless attacked first or if they
  Detect Evil.
  ● If door opened:
  The door opens to a sprawling, enormous cavern that
  is completely covered in a golden hue.  From atop a
  cliff in the northern corner, golden liquid springs forth
  from giant, cupped,  golden hands (statue), creating
  a blinding curtain of gold from a rushing waterfall as it
  descends the cliff and enters short stream to a golden
  pond along the eastern wall.  Several Gold Guardians
  stop moving about the room and stand to attention.
  Suddenly, the tinkling sound of falling coins from the
  cliff top betrays the presence of an enormous beast
  lounging on a pile of gold coins….a dragon!
  ● The dragon will begin to chuckle and seem to be
  in good spirits for having visitors.  The Gold
  Guardians will not attack unless commanded by
  the dragon, Ghalamudru--the Golden Lord.
  ● Ghalamudru has a corny humor, but a quick wit.
  “You can tell your gold chalice is ‘fake’ if you
  leave the room and it talks poorly of you”. He is
  very fond of playing games that involve strategy
  or of riddle solving (a few gaming pieces/board
  games are available for this purpose) and enjoys
  telling and listening to stories.  He knows quite a bit
  about the Chest (see below).  He will only attack if
  threatened.
  3
  
  (2 outside, 15 inside) Gold Guardians: AC: 1, Move 12,
  HD 5, hp 35 each, THACO 15, Attacks ½ (1d8+3), Size
  M, AL N, XP:  175. Gold Guardians look like featureless,
  and sexless humans who wield spears and a large
  gold coin as a shield.  They can detect evil.  When
  defeated, Golden Guardians change to 100 gp.
  (1) Gold (old) Dragon (Ghalamudru: the Golden Lord):
  AC: -8, Move 12, fly 40 (MC 3), swim 12, HD 20, hp 150,
  THACO 1, Attacks 3 (1d10+8 two claws, 6d6+8 bite),
  Size G (128 feet long), Morale 18, MR 50%, AL LG, XP
  27,000.  Special traits: Breath weapon (16d8 +8
  damage), fire and poison immunity, spells.
  Spells: (1st) Magic Missile, Wall of Fog (2nd) Stinking
  Cloud, Web (3rd) Haste, Wind Wall (4th) Confusion, Ice
  Storm
  Priest spell (1st) Create Water
  Treasure:  There is a total of 15,000 gp scattered about
  the room.  The rest of Ghalamudru’s treasure is in a
  different lair. Despite the vast amount of gold (walls,
  floor, ceiling, etc.) covering this room, including the
  golden liquid of the stream, attempts to chip, collect,
  and leave with the gold (besides the coins) will
  disappear if it leaves the room.
  Ghalamudru is bound to this room, but may teleport
  at will outside the chest to his other lair and/or
  teleport back. The Golden Guardians will follow any
  commands from Ghalamudru.  Ghalamudru knows:
  ▪
  The chest is an extra-dimensional space.  Each
  door leads to an area where one can leave
  coins.
  ▪
  He has not seen the past inhabitants of the
  chest in some time, but their leader was
  named Romagris, a mage.
  ▪
  If coins are not left in the correct, specific
  room, they will eventually fade away (if not
  moved by the Coin Mites.)
  ▪
  In order to open the Dragon Door (Room # 9),
  blood from the new owner will need to be
  dropped in each chamber that symbolizes
  coins or gems (Rooms 4, 5, 6, 7, 9, and 10) as
  well as placing the appropriate coin or gem in
  each room.
  ▪
  Something strange has been happening as
  more guardians seem to be appearing and
  bolstering up the defenses.  Ghalamudru was
  able to command the Dragon Door not to
  open, as it has trapped something within.
  Ghalamudru does not know what sort of
  creature is trapped within or if it’s still there.
  ▪
  Ghalamudru knows the answer to the riddle of
  the door to Room #7, but will not share it
  unless given 100 gp or is challenged and
  beaten by a game of wits or strategy.
  Artist: Jacob Blackmon
  4
  
  7. The Electrum Room: The door to this room has a
  relief of a face, plated in electrum.  When
  approached, the mouth moves and speaks:
  “Riddle time! Get ready,
  And may your answer be steady,
  I am gold and silver,
  mixed together,
  Electrum is what most label me,
   But some won’t let that be,
  For after they scratch and bite,
  They call me gold that’s _______.”
  ● Correct answer is ‘white’.  A correct or incorrect
  answer will open the door.  However, a correct
  answer will cause the Coin Scarabs (see below) to
  scuttle off through cracks in the walls.
  ● Inside the room are eight piles of electrum coins
  (225 ep total) and three electrum humanoid
  statues (500 gp each, 600 lbs) recoiling in horror (2
  dwarves and a halfling).
  ● If coins are collected or the piles touched, the
  Coin Scarabs will attack unless the
  correct answer was spoken at
  the door.
  (8) Coin Scarabs: AC: 8, Move 9,
  HD 2, hp 10 each, THACO 19,
  Attacks 1 (1d4+special), Size
  T, AL N, XP: 65. These
  particular Coin Scarabs
  look like electrum
  coins.  If defeated, 1d8+2
  electrum coins can be taken
  from them.
  8. The Janitor: These spotless passages
  with access to most of the dungeon
  through secret doors is the home of a Gelatinous
  Cube.
  •
  50% that the cube is roaming the hallways.
  •
  If the Chest is reset, the Gelatinous Cube will
  never attack the owner and can follow simple
  commands but will never leave outside the
  chest.
  (1) Gelatinous Cube: AC:8, Move: 6, HD 4, hp 30,
  THACO 17, Attack: 1 (2d4 touch), Size L (10’ cube),
  Morale 10, XP 2,000.
  Special: Electricity immunity,
  engulf, paralyzation, surprise,
  spell immunities.
  Treasure:  Only a human
  skeleton is within the cube.
  9. The Dragon Door: The stone doors in this room are
  plain, except the western door.  The western door has
  an intricately carved relief of an impressive dragon
  reared up with outspread wings and spewing flames.
  ● If the Chest has not been ‘reset’, the dragon door
  will remain closed.  The door will feel hot to those
  that try to open it beforehand, and begin to
  cause damage after second attempts (1d6
  damage).
  ● On third attempts the dragon will belch flames in
  a 15’ cone in front of it for 3d6 damage each
  round for 3 rounds.  Important note:  This particular
  door is immune to the Knock spell unless cast by
  someone of 6th level or higher, however teleport,
  passwall, etc. and other travel type spells will still
  work.
  ● The door will eventually speak after belching
  flame, “The Golden Lord commands that I remain
  closed for now, this is for your own good.”  If asked
  questions or spoken too, it will merely repeat this
  over and over and over…
  10.  The Platinum Sphere: The door to this room, slides
  to the right and will attempt to close after the last
  person enters through. This room is an
  immense, seamless sphere made of smooth
  stone and the entry is half-way up the
  sphere wall. Random platinum coins
  are strewn about the floor (150 pp
  total) and six huge disks (Platinum
  Guardians) lay flat within the sphere.
  ●As soon as the door closes or if
  someone enters the room/sphere, the
  huge platinum disks (or coins) (10’ high),
  will begin to wobble and eventually stand
  straight up on their edge.  They will begin to roll
  around the room, up and down the walls and
  begin to target party members.
  (6) Platinum Guardians:  AC: 0, Move: 18, HD 5, hp 35
  each, THACO 15, Attack: 1 (3d6 damage), Size L, AL
  N, XP 175.
  Treasure: When defeated, Platinum Guardians shatter
  into piles of 100 pp. Near the north wall lies
  Dawnguard.
  Dawnguard
  Dawnguard is a magical Morning Star +3, that
  appears to mimic the sun, with the head as the sun,
  and the spikes as the sun rays.  Instead of emitting
  light, it radiates actual daylight, providing warmth
  and light to a 5 foot radius.  Vampires, undead, and
  other creatures effected by daylight will take double
  damage.  Priests and temples who worship sun or
  similar deities would pay a hefty sum to get it back in
  the ranks of their church.
  Artist: Patrick E. Pullen
  Artist: Matt Morrow
  5
  
  11. The Gem Den: Gems and jewelry littered on the
  floor sparkle from the strange light source throughout
  the area. A stout, swirling and shifting chromatic
  statue, made from gems and valuable minerals
  dominate the center of the room.  Its head begins to
  swivel up when the door opens.
  ● The Jewel Golem has gone insane and will attack
  on sight, but will never leave the room.
  (1)Jewel Golem: AC -1, Move 9, HD 8, hp 60, THACO
  13, Attack: 2 (1d12+2 + special), Size L (8’ tall), AL CN,
  XP 1400. The Jewel Golem is surrounded by a Aura of
  Chaos due to the Chaos Gem which serves as its
  heart.
  Treasure: 100 different types of gems (rubies,
  sapphires, emeralds, citrines, garnets, etc.) worth 1 gp
  each, 6 jeweled necklaces worth 800 gp, 400 gp, 300
  gp, 275 gp, 80 gp, and 40 gp., 5 pieces of jade worth
  40 gp each,  1 onyx worth 50 gp, 1 obsidian shard
  worth 20 gp, and a fist-sized diamond worth 2,000 gp.
  The Chaos Gem
  This gem is a violently swirling purple gem that serves
  as the Jewel Golem’s heart and will take 2d6 rounds
  to chip out if the golem is defeated.  The main power
  of the Chaos Gem is that it strengthens magic of the
  bearer to allow all spells below 4th level to be cast as if
  the caster was one level higher.  The drawback of the
  gem is that there is a 25% that any spell directed at
  the bearer, good or bad, will go chaos and a roll must
  be made on the Wand of Wonder or similar random
  magic effect table.  The gem itself is worth 7,000 gp.
  12.  The Hearth: This section of the dungeon (rooms
  12-14) is dark.  A massive, stone-carved, open-mouth
  dragon forms the fireplace that monopolizes the
  northwest corner. The dragon’s maw is currently cold,
  and logs litter the floor in front.  The dragon horns
  reach up to the ceiling and its flared nostrils suggest
  smoke may escape from them.
  A stout wood-planked table is split down the middle,
  plush, comfortable chairs are sprawled across the
  room and a cracked keg sits in a stained puddle.
  Three arrows are sunk into a disheveled bookshelf in
  the southeast part of the room. The doorway to the
  north is only splintered wood with a peculiar jellied
  slime puddle at its base.
  ● It’s evident some sort of battle occurred in this
  room. The jellied slime puddle is sticky.
  ● The three arrows are elvish make but no special
  properties.
  ● The bookshelf consists of ink, parchments, and
  books of cooking (5 gp), botany (25 gp), a history
  of war in a far off region (110 gp), a half-finished
  book about magic portals (35 gp), a half-finished
  book about different dimensions (150 gp), a
  guestbook with 23 names, and a diary.  The diary
  belongs to Jhorgek the Haggler and contains a
  key inside a hollow of the book (see Appendix).
  The key is for the Chest itself.
  13. Bunk Room: Splattering of jellied slime stain the
  walls and floors down the passage towards this room.
  The door to this room is ajar and an alien, wheezing-
  like noise can be heard from within.
  Inside, the room contains a macabre scene of half-
  eaten corpses, half-decayed skeletons, congealed
  puddles of blood and body parts mixed with broken
  furniture and scattered wood splinters.  Some corpses
  are stuck to the wall by jellied slime.
  ● The wheezing comes from a bulbous, floating,
  uneven, triangle-shaped creature with several
  different colored tentacles emerging from it—
  blue, green, red, and black.  The point of the
  ‘triangle’ points down, and a wicked mouth sits on
  top of the base.  It seems to have one eye on
  each triangle face.
  ● It will attack the character with the most magic
  items or who is a spellcaster.
  (1) Scalene: AC: 4, Move 12, HD 9, hp 68, THACO 11,
  Attacks: 5 or 6 (See Appendix), Size L, Morale 14, AL
  CE, XP 2,000.
  Treasure: One corpse is still wearing Anklets of the
  Anchor.  Inside the Scalene, a skeletal hand still wears
  Falconhand and three pieces of matching jade
  jewely (earrings- 125 gp, necklace-300 gp, bracelet—
  200 gp.
  Artist: Robert Hemminger
  6
  
  Anklets of the Anchor
  These anklets are simple silver chains that connect by
  a sapphire clasp.  When worn, the wearer can
  command the anklets to increase their weight by five
  times for three times a day for 5 rounds.  Thus, a 200lb
  man would become 1,000lbs.  The increased weight
  can make it difficult for the wearer to be moved or
  picked up.  10% of the anklets are cursed and
  increase the weight of the wearer when swimming in
  water that’s over six feet in depth.
  Falconhand
  Falconhand is a black leather glove with silver
  stitching.  When held in the air and the command
  word spoken, a silver falcon will appear in 1d4 rounds
  and land on the glove.  The silver falcon can be
  called upon three times a week and can stay around
  for 12 hours each time.  The falcon can be
  commanded to scout, hunt, attack, and other simple
  commands.  When scouting, the silver falcon can
  telepathically communicate with the glove owner up
  to 1 mile away on what it sees, although it’s
  vocabulary is limited.
  (1) Silver Falcon: AC: 5, Move 1, fly 36 (MC 2), HD 1 hp
  8, THACO 20, Attack: 3 (1 damage with 2 claws, 1
  damage beak), Size S, Morale 12, XP 35.  The Silver
  Falcon can effect creatures requiring magical
  weapons to hit.
  14. Bed Chambers
  ● Simple rooms with small bed, foot locker, small
  table, chair, and a candle.
  Conclusion:
  Jhorgek’s Chest can be a potential powerful magic
  item for the players.  The GM is encouraged to put
  their own restrictions if necessary to the chest if the
  players abuse its power.  Some suggestions are an
  increase in the random attacks of Scalenes, or
  perhaps the party can become trapped if the lid is
  closed, or there is a time limit (12 hours) for how long
  the party can reside inside.
  Once reset by one character, guardians will slowly
  start to form to help protect treasure.  The more
  treasure that is stored in the chest, the more interest it
  will draw from the Scalenes, and thus, more guardians
  will be formed.
  Jhorgek the Haggler’s Diary:
  Besides a boring life story of a wizard infatuated with
  wealth, the diary explains the inner workings of the
  chest, and how rooms had to be ‘reset’ by the owner
  offering at least a drop of blood once a year in each
  room along with the correct coin for each vault.
  Once reset, the Guardians of the Coins will not harm
  the ‘owner’ and will protect the coins.  The number of
  Guardians increase slowly over time or when the
  chest feels threatened. A long story is included about
  how a pact was made with Ghalamudru the Gold
  Dragon to guard the gold vault.  Finally, a unfinished
  section of a lurking danger from a race of creatures
  known as the Scalenes, which come from a different
  dimension.  These creatures are attracted to wealth
  and magic and will feed on the contents of the chest.
  Copper Coin Guardian
  Climate/Terrain: Special
  Frequency:  Rare
  Number Appearing: 5-100
  Organization: Pack
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: 30 +1d20 copper coins
  Alignment: Neutral
  Armor Class: 6 (special)
  Movement: 9 or 15
  Hit Dice: 2
  THACO: 19
  Attack: 1 or 3.  (1d6 fist, or 1d3 range*)
  Saving Throw: Fighter 2
  Special Traits: see below
  Magic Resistance: Immune to electricity
  Size: S
  Morale: 18
  Experience: 65
  Copper Coin Guardians look like three foot tall
  copper coins but with bulky copper arms and legs
  coming out of the flat part (field) of the coin. Copper
  wires extend approximately one foot  near the top
  and hold metallic eyeballs on each side.  Copper
  Coin Guardians can move 9 when in combat, or can
  tuck their legs, arms, and eyes in and roll for a
  movement of 15.  If defeated, Copper Coin
  Guardians explode (not harmful) into a pile of 30
  +1d20 copper coins.
  Combat:  When facing an opponent, the narrow
  edge of the coin will only be visible to opponents and
  those using piercing or ranged attacks suffer a -4 to all
  attack rolls.    Copper Guardians have a range
  attack, where they can shoot three actual copper
  coins from their hands, with each doing 1d3 damage.
  Copper Guardians are immune to electricity and will
  fight to the death.
  APPENDIX
  New Monsters
  7
  
  Coin Scarabs
  Climate/Terrain: Coin piles
  Frequency:  Rare
  Number Appearing: 1-10
  Organization: Pack
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: varies
  Alignment: Neutral (evil tendencies)
  Armor Class: 8
  Movement: 9
  Hit Dice: 2
  THACO: 19
  Attack: 1 (1d4+special)
  Saving Throw: Fighter 2
  Special Traits: Metal Injection
  Magic Resistance: None
  Size: T
  Morale: 18
  Experience: 65
  Coin Scarabs are tiny beetle like creatures that look like coins that dominate a certain area.  When guarding a
  pile of coins, they will attack whoever touches the coil piles first.  When they die, 1d8+2 electrum coins can be
  taken from them.
  Combat:  Coin scarabs attack by biting with their pincers and injecting precious metal into their target.
  Opponents will take 1d4 damage and need to make a Saving Throw versus poison.  The first failed save, the
  character will act like they have been effected by a Slow spell.  A second failed save, the character will be
  unable to move and becomes a statue of the injected metal.
  Gold Guardian
  Climate/Terrain: Special
  Frequency:  Rare
  Number Appearing: 6-30
  Organization: Clan
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: 100 gold coins
  Alignment: Lawful Good
  Armor Class: 1
  Movement: 12
  Hit Dice: 5
  THACO: 15
  Attack: ½ (1d8+3 spear)
  Saving Throw: Fighter 5
  Special Traits: Detect Evil, telepathy
  Magic Resistance: None
  Size: M
  Morale: 18
  Experience: 175
  Gold Guardians all look exactly the same.  They are featureless, sexless, bald, silent, golden humans who wield
  spears and a use a gold coin as a shield.  They work in unison, are militaristic, and speak telepathically to each
  other.  They can Detect Evil three times per day, and usually use this ability when meeting opponents.  If evil is
  detected, they usually attack unless a leader commands otherwise.
  Combat: All Gold Guardians are equipped with spears and shields.  Their usual tactic is to work together against
  one opponent at a time if possible.  When destroyed, Golden Guardians collapse into a heap of 100 gold
  coins.
  Artist: Robert Hemminger
  8
  
  Jewel Golem
  Climate/Terrain: Special
  Frequency:  Rare
  Number Appearing: 1
  Organization: Solitary
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: 1d4+6 gems of
  25+ gp each.
  Alignment: Chaotic
  Neutral
  Armor Class: -1
  Movement: 9
  Hit Dice: 8
  THACO: 13
  Attack: 2 (1d12+2 + special)
  Saving Throw: Fighter 8
  Special Traits: Aura of Chaos, +1 or greater weapons
  to hit.
  Magic Resistance: Special (see below)
  Size: L (8’ tall)
  Morale: 18
  Experience: 1400
  A Jewel Golem is created by a large amount of gems
  fused with sorcery and arcane magic.  It is a stout and
  bulky creature similar to a Earth Elemental in
  appearance, but with constantly swirling chromatic
  colors commonly found in gems.
  The heart is the most important component of the
  Jewel Golem that allows it to function.  The heart is
  composed of what is known as a Chaos Gem and it
  creates an Aura of Chaos around the Jewel Golem.
  The Aura of Chaos affects any spell that’s directed
  towards the Jewel Golem by making the spell effects
  be determined by the Wand of Wonder or similar
  random magic result table.
  Combat: The Jewel Golem attacks with its fists and
  gets two attacks per round.  Opponents need +1
  weapons or greater to damage the golem.
  If defeated, the Jewel Golem drops 1d4 +6 gems
  worth 25+ gp each, as the rest of the material
  encompassing the golem becomes a colorful mist.
  The Chaos Gem is a violently swirling purple gem that
  strengthens the magic of the bearer to allow all spells
  below 4th level to be cast as if the caster was one
  level higher. The drawback of the gem is that there is
  a 25% that any spell directed at the bearer, good or
  bad, will go chaos and a roll must be made on the
  Wand of Wonder or similar random magic effect
  table.  The gem itself is usually worth 7,000 gp or more.
  Platinum Guardians
  Climate/Terrain: Special
  Frequency:  Rare
  Number Appearing: 4-16
  Organization: Pack
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: 100 platinum coins each
  Alignment: Neutral
  Armor Class: 0
  Movement: 18
  Hit Dice: 5
  THACO: 15
  Attack: 1 (3d6 damage)
  Saving Throw: Fighter 5
  Special Traits:
  Magic Resistance: Immune to electricity
  Size: L (10’ tall)
  Morale: 18
  Experience: 175
  Platinum Guardians appear to be large platinum
  coins approximately 10 feet tall that roll towards their
  opponents.  Close observation will reveal a pair of
  eyes on either side of the coin’s field.  Platinum
  Guardians move by rolling and if laid flat, can wobble
  up to their edge in one round.
  Combat: Platinum Guardians attack by rolling to their
  opponent and attempting to fall on them to crush
  them.  It will take them one round to wobble back on
  their edge.  Platinum Guardians are immune to
  electricity.
  When defeated, Platinum Guardians shatter into 100
  platinum pieces.
  Artist: Robert Hemminger
  9
  
  Silver Guardian
  Climate/Terrain: Special
  Frequency:  Rare
  Number Appearing: 1d12
  Organization: Pack
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: 100 silver coins
  Alignment: Neutral
  Armor Class: 3
  Movement: 12
  Hit Dice: 3
  THACO: 17
  Attack: 1 + special
  (1d8+2 fist, or spit)
  Saving Throw: Fighter 3
  Special Traits: Spit
  Magic Resistance:
  None
  Size: M
  Morale: 18
  Experience: 120
  When approached or threatened, Silver Guardians
  form from silvery muck in 1d3 rounds.  They appear to
  be humanoid in shape from the waste up, but do not
  have legs and glide across the ground.  They cannot
  move across water deeper than two feet in depth.
  Silver Guardians have the ability to take facial
  features and torso characteristics of their opponents.
  Combat:  Silver Guardian’s main attack is with their
  fists, however they can also spit a silver substance at
  opponents that quickly hardens.  A save vs. spells
  must be made or the opponent will be held for 1d4
  rounds and need to chip themselves out.  When
  destroyed, the Silver Guardians leave behind 100 sp.
  Scalenes
  Climate/Terrain: A different dimension
  Frequency:  Rare
  Number Appearing: 1d4
  Organization: Pack
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: none
  Alignment: Chaotic Evil
  Armor Class: 4
  Movement: 12
  Hit Dice: 9
  THACO: 11
  Attack: 5 or 6 (Special, see below)
  Saving Throw: Fighter 9
  Special Traits: Ray of Disenchantment, Ray of Magical
  Osmosis, Ray of Glop, levitation, Dimension travel
  Magic Resistance: 25%
  Size: L (10’ tall)
  Morale: 14
  Experience: 2,000
  Scalenes are a race from a different dimension who
  hunger and feed on magic and treasure by
  absorbing them, although they happily
  munch on humanoids as a snack. Vicious
  creatures, they attack anything that has a hint
  of magic or valuable coins to sate their constant
  hunger.  They appear to be bulbous, floating, upside
  down pyramid-shaped creatures with several different
  colored tentacles—blue, green, red, and two black.
  Basically, an upside down 4-sided dice with tentacles
  coming out of it and one eye on each face.  A wide
  mouth with jagged teeth is located on top of the
  creature.  Scalenes have a 15% to create a portal
  that allows dimension travel to areas with large
  treasure or magic hoards once a day.  When
  failed, it creates a rippling violet and reddish
  hued crack which sounds like crackling
  lightning, but closes and disappears almost
  immediately.
  Combat: Scalenes are extremely dangerous as they
  have 5 to 6 attacks per round.  The tentacles have
  the following powers and can be used once per
  round:
  Blue—Ray of Disenchantment.  One magic item on
  target must make a saving throw vs. spells or become
  mundane for 1 turn.
  Red—Ray of Magical Osmosis.  One random spell
  (highest level first) will be stolen, or one charge stolen
  from a wand, potion, etc., or one magical bonus from
  a weapon will be absorbed and used against the
  party.  So either the spell will be cast, the charge
  expended as if it was using the item itself, or a
  magical weapon bonus giving it a + 1 to attack rolls
  with its black tentacles.
  Green—Ray of Glop.  Shoots out the jellied slime.
  Target must make a saving throw vs. Rod, Staff, or
  Wands or be stuck and unable to move for 2d8
  rounds.
  (2) Black—These incredibly strong tentacles will
  attempt to grasp opponents and put them in range
  of the Scalene’s mouth for a bite attack.  Or, they will
  grasp an opponent and squeeze for 1d8+2 damage.
  A successful Bend Bars/Lift Gates will free the victim.
  The bite attack inflicts 2d10 damage and is automatic
  if the victim is unable to escape the black tentacle.
  Scalenes usually have no treasure as they feed and
  absorb it when encountered.  One magic item can
  take a week for a Scalene to fully absorb, so
  sometimes items can be found in the interior of the
  creature.  However, it has been rumored by sages
  and wizards that parts of a Scalene can be used for
  potions and other magical creations (per the GM’s
  discretion).
  10
  Artist: J.E. Shields
  
  11
  
  LEGAL
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  System Reference Document Copyright 2000-2003, Wizards of the
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  12
  
  Malrex’s Modules
  Adventures and side treks for only 1$?  Come check it out!
  Warning: May include new magic items, new monsters, new
  spells, and more to keep your players on your toes!
  https://www.patreon.com/malrexmodules
  Thanks for your support!
  
  The Merciless Merchants
  Come join the adventure!
  A
  adventure/horror
  and Halloween
  Tale suitable for
  Levels 4-7.  Not
  for the
  squeamish!
  Just recently
  updated for a
  more ‘old school’
  feel.
  A springboard
  to adventure in
  the Willowmere
  Wilderness.  Can
  your party
  untangle the
  mystery in the
  Willowmere?
  Hope you like
  breadsticks….
  An adventure
  supplement for
  solo Rangers,
  small groups, or
  for players
  wanting ideas for
  a hideout for their
  character.
  Designed to be
  used several
  times as a Ranger
  levels.
  An encounter
  that can be
  dropped
  anywhere in
  your current
  campaign.
  Come for
  dinner….literally.
  Also written for
  5th Edition.  Look
  for:  The Covey
  5E.
  
  The Chest
  The Chest is an adventure suitable for a variety of levels for the For Gold & Glory ruleset, a retro-clone of
  2nd edition of the ‘world’s most popular fantasy role-playing game.’ This product is easy to convert for any
  of the OSR rulesets under the Open Gaming License v1.0a.
  Brought to you by the patrons of Malrex’s Modules!
  https://www.patreon.com/malrexmodules
  Artist: Jacob E. Blackmon
  
SOURCE: textdata/thevault/Five Cataclysms (osr)/Five Cataclysms Adventures/The Chest (5C).pdf