TEXT:   
  OLDE SCHOOL 
  Role Playing Games™ 
   
   
   Dungeon Module WG13 
  Castle of the Mad Archmage™ 
   
  By Joseph Bloch 
   
  An epic role-playing adventure suitable for use with various role-playing systems, including Advanced 
  Dungeons and Dragons™, HackMaster™, Castles and Crusades™, Labyrinth Lord™, Swords & Wizardry™, 
  OSRIC™, etc. Explore the crumbling dungeons beneath the castle of the mad archmage, deal with deadly 
  traps, fight hungry monsters, and win fabulous treasures! This is an unofficial project; IF YOU ARE LOOKING FOR 
  ONE OF THE MODULES PUBLISHED BY TSR™, WIZARDS OF THE COAST™, PIED PIPER PUBLISHING™, GOODMAN 
  GAMES™, TROLL LORD GAMES™, GYGAX GAMES™, OR SOME OTHER GAME PUBLISHER, THIS IS NOT IT! BUY THEIR 
  STUFF! 
   
  Copyright © 2009-2010 Joseph Bloch, All Rights Reserved 
  WG13 
  July 2010 
  Edition.  
  Final free 
  update! 
  
   
   
   
   
   
   
  Table of Contents 
   
  Introduction for the Game Master ...................................................................................................................................................................1 
  Overview of the Dungeons ..............................................................................................................................................................................1 
  The Greyhawk Construction Company, Ltd......................................................................................................................................................2 
  Introduction for the Players ..............................................................................................................................................................................3 
  Acknowledgements.........................................................................................................................................................................................3 
  Level One: The Storage Rooms........................................................................................................................................................................4 
  Level Two: The Deep Cellars ............................................................................................................................................................................5 
  Level Three: The Dungeons............................................................................................................................................................................13 
  Level Four: The Lower Dungeons....................................................................................................................................................................23 
  Level Five: The Deeps....................................................................................................................................................................................33 
  Level Six: The Labyrinth...................................................................................................................................................................................45 
  Level Six-A: The Sub-Labyrinth.........................................................................................................................................................................49 
  Level Seven: The Crypts .................................................................................................................................................................................51 
  Level Eight: The Lesser Caves.........................................................................................................................................................................75 
  Level Nine: The Greater Caves ......................................................................................................................................................................83 
  Level Ten: The Lesser Caverns........................................................................................................................................................................89 
  Level Eleven: The Greater Caverns ................................................................................................................................................................96 
  Level Twelve: The Catacombs.....................................................................................................................................................................105 
  Level Thirteen: The Maze..............................................................................................................................................................................112 
  APPENDIX I: Recommended Reading .........................................................................................................................................................114 
  APPENDIX II: New Magic Items .....................................................................................................................................................................115 
  APPENDIX III: New Monsters ..........................................................................................................................................................................117 
  APPENDIX IV: Special Random Encounters...................................................................................................................................................128 
  APPENDIX V: New Spells ...............................................................................................................................................................................130 
  APPENDIX VI: Maps.......................................................................................................................................................................................133 
   
  Publishing Notes and Update History 
   
  The present work is being released in stages, at a rate of approximately one level per month during the year 2009 and 
  possibly beyond. The latest version of this work can be found at http://greyhawkgrognard.blogspot.com. The author can be 
  reached at joseph@josephbloch.com.  
   
  • 
  January 2009: Initial publication, introductory material, appendices I-IV, and dungeon level 2. 
  • 
  February 2009: Details dungeon level 3, and corrections to level 2. Orc tribes’ names are corrected. This level was 
  debuted at Dreamation in Morristown, NJ March 20-22, 2009. 
  • 
  March 2009: Details dungeon level 4. Started converting hand-drawn maps to classic blue style.  
  • 
  April 2009: Details dungeon level 5. 
  • 
  May 2009: Details dungeon level 6.  
  • 
  May 2009 Bonus Edition: Details dungeon level 6A, modifies the overview of the dungeons, and includes 
  comprehensive proofreading through Level 6 by Steve Rubin.  
  • 
  December 2009: Details dungeon level 7, adds several previously-missing wells and stairs linking up with CZ:UW.  
  • 
  January 2010: Details dungeon level 8.  
  • 
  April 2010: Details dungeon levels 9, 10, and 11; adds APPENDIX IV: Special Random Encounters and APPENDIX V: 
  New Spells; minor formatting changes.  
  • 
  May 2010: Details dungeon level 12. 
  • 
  July 2010: Details dungeon level 13. Final free pdf version of the Core Levels 2-13. Debuted at Dexcon 13 in 
  Morristown, NJ July 2010. 
   
  Cover art: “The Pier with Chains” by Giovanni Battista Piranesi, 1761 (originally untitled). Public domain. 
   
  Digital cartography courtesy of Joe Bardales. Proofreading courtesy of Steve “Honorary Joe” Rubin.  
   
  “Olde School Role Playing Games” as the title of a line of rules, supplemental materials, settings, and modular adventures 
  for role-playing games is a use-protected trademark of Joseph Bloch. “Castle of the Mad Archmage” is a use-protected 
  trademark of Joseph Bloch as the title of this adventure module. Dungeons and Dragons™ and Greyhawk™ are trademarks 
  of Wizards of the Coast, Inc. HackMaster™ is a trademark of Goodman Games, Inc. Castles and Crusades™ is a trademark 
  of Troll Lord Games, Inc. Labyrinth Lord™ is a trademark of Goblinoid Games. Swords & Wizardry™ is a trademark of 
  Mythmere Games. OSRIC™ is a trademark of Matthew Finch and Stuart Marshall. All other trademarks are property of their 
  respective owners. 
  
   
   
  Introduction 
  1 
  Introduction for the Game Master 
   
  The “mega-dungeon” is a concept that has been with 
  the fantasy role-playing game genre since its inception. 
  We know, for instance, that the first campaign settings, 
  such as Gary Gygax's World of Greyhawk Fantasy 
  Setting™ and Dave Arneson's Blackmoor™ were centered 
  on such an edifice. So too there was Rob Kuntz's El Raja 
  Key™ 
  dungeon, 
  elements 
  of 
  which 
  were 
  later 
  incorporated into Castle Greyhawk when Kuntz was 
  brought in as co-DM and the whole re-worked and 
  expanded. Even Ed Greenwood's Forgotten Realms 
  setting had its Undermountain™. Most recently, an 
  abortive attempt was made by Troll Lord Games to 
  publish a version of Gary Gygax's venerable dungeon 
  setting, only to release a single level of the actual 
  dungeons before the project was brought to a halt.  
   
  The present work is intended as an homage to the 
  tradition of the mega-dungeon, which is currently 
  undergoing a revival in certain corners of the role-playing 
  community, in marked contrast to the newer design 
  choice known as the “adventure path”. Where the latter 
  expects the players to undertake a specific mission and 
  complete specific goals, the former is completely open 
  in scope, enabling players to either form their own goals 
  or simply explore for the sake of exploring. 
   
  It should be stressed that the present work in no way 
  pretends to any sort of authenticity when it comes to 
  Gygax's original campaign run out of Lake Geneva and 
  so many gaming conventions over the years. It is just one 
  guy’s attempt to write a dungeon, inspired by what we 
  do know about Gygax’s original. The fact that the present 
  work may possess a certain passing compatibility with 
  any products that have been commercially published is 
  a function of its having been used in a living campaign 
  that itself utilized certain published products, and a 
  certain level of compatibility when it comes to aligning of 
  stairways and certain other details is therefore inevitable.  
   
  The use of or allusion to certain published names, 
  locales, and so forth is “transformative” in the legal sense 
  (it “adds something new… altering the source with new 
  expression”, to quote the relevant Supreme Court 
  decision on the subject). The current work is presented 
  under the principle of Fair Use of those items and should 
  be considered as “fan fiction”. “Greyhawk” is a trademark 
  of Wizards of the Coast, but it may not be the only such 
  trademark found herein. All trademarked terms are the 
  property of their respective owners, no challenge to any 
  trademarks is intended, and all such terms are used 
  without permission.  
   
  It should be remembered that the dungeons are not 
  static. Areas which players may clear out will not remain 
  empty; new creatures will move in or be placed therein, 
  traps will be reset, altered, or added afresh, etc. 
  Humanoids will breed (quickly, in some cases) and their 
  ranks will be thus replenished. Tensions and rivalries 
  between factions or individuals could spill into open 
  conflict over the course of time, alliances could be 
  broken or forged, treasures or new areas of the 
  dungeons seized by various individuals and factions, new 
  construction could take place and old areas suffer cave-
  ins or modifications, and so forth. The dungeon should 
  never be in a state of stasis, completely inert sans the 
  coming of the player characters to bring it to life.  
   
  Non-detectable teleporters exist within the dungeon. For 
  that reason, it is recommended that game masters get 
  in the habit of describing passages and other dungeon 
  features in terms of “left” or “right” (relative to the 
  orientation of the PCs) rather than in cardinal directions, 
  unless the PCs have some sort of means of detecting 
  compass direction (and even then, there may be effects 
  that interfere with such, as indicated by the text).  
   
  Where gems and jewelry are indicated as treasure, no 
  value is usually given. Roll randomly to determine value 
  per your rule system of choice. Where “dungeon 
  dressing” is indicated, feel free to use more extensive 
  tables from your rules if they are handy.  
   
  Coins have a slightly different value here than in the 
  standard AD&D rules (although using the standard rules 
  won’t imbalance things much): 
   
   
  5 iron pieces =  1 brass piece 
   
  10 brass pieces =  1 bronze piece 
   
  5 bronze pieces =  1 copper piece 
   
  5 copper pieces =  1 silver piece 
   
  5 silver pieces =  1 electrum piece 
   
  10 electrum pieces =  1 gold piece 
   
  1 e.p. + 1 g.p. =  1 platinum piece 
   
  Remember that one-way doors are normally not 
  detectable from the non-opening side, appearing as 
  ordinary doors from the other side. Unless PCs are careful, 
  they will not be able to retrace their steps.  
   
  You will see various humanoid lairs in the various levels, 
  including barracks and the like. Unless the PCs are 
  extraordinarily clever, powerful, and/or lucky, it should be 
  rare that they encounter these barracks in their full state. 
  These creatures are intelligent and will mobilize to deal 
  with intruders; ambushing them, setting traps, making 
  stands in hallways, etc. Many of the humanoids 
  encountered in the dungeons are armed with pole-arms. 
  When wielded in a 10’ wide corridor, such weapons are 
  effective indeed, as it is nearly impossible to advance 
  without taking a hit in the process.  Don’t let such 
  humanoids be pushovers; they will use their native terrain 
  to their best advantage. 
   
  Overview of the Dungeons 
   
  The Castle of the Mad Archmage lies but a few miles 
  east of a prominent city, the details of which are left to 
  the individual game master to provide. It sits on a 
  prominent bluff, and those portions of the edifice which 
  are above ground are in a general state of disrepair. 
  Several entrances exist, however, to the extensive 
  labyrinth of passages caves that lie beneath.  
  
  Castle of the Mad Archmage 
   
   
   
   
  2 
   
   
  As a rule, corridors and rooms are between 8’ and 10’ in 
  height, and 20’ separates one “main” level from another. 
  Sub-levels will not necessarily follow this pattern (such as 
  Level 6A, which is a mere 10’ below Level 6). The entire 
  place is unlit except where noted in the text; infravision 
  and ultravision will operate normally, again, except 
  where noted. Most doors are not locked, but will be 
  stuck, requiring an open doors check. Note that each 
  such check beyond the first involves battering the door, 
  and will necessitate a random encounter check due to 
  the noise. Unless specified otherwise, walls, floors, and 
  ceilings are of mortared stone blocks, and doors are of 
  wooden construction with metal bands and fittings. You 
  may notice in some instances that stairways do not line 
  up precisely between levels. This is intentional - a subtle 
  teleportation effect intended to foil players who insist on 
  having maps that are accurate to the nearest inch.  
   
  Here is a brief overview of each of the levels beneath the 
  ruins of the Castle on the surface, with the proviso that 
  there exist a number of sub-levels of specific nature 
  which are not included in the following overview, but 
  which may be detailed further on in the present work. 
   
  Level One: The Storage Rooms. This level was given over 
  to storage for provisions for the castle above.  
   
  Level Two: The Deep Cellars. These include barracks for 
  the troops of the Mad Archmage. The orcs and 
  hobgoblins from Level 3 are making inroads here.  
   
  Level Three: The Dungeons. The Great Central Shaft 
  begins on this level, and Obmi’s laboratory is here as 
  well. Two orc tribes and a tribe of hobgoblins vie for 
  rulership.  
   
  Level Four: The Lower Dungeons. This area holds the 
  famed Arena where bloody games were once held.  
   
  Level Five: The Deeps. This level contains the laboratories 
  wherein the Mad Archmage conducted his experiments, 
  as well as his torture chambers and the entrance to his 
  menagerie. The Great Stone Face is here as well.  
   
  Level Six: The Labyrinth. An extensive series of trap-laden 
  passages and chambers that serve to bedevil intruders. 
  There is also a Level 6-A: The Sub-Labyrinth, which serves 
  as the main way to reach Level 7.  
   
  Level Seven: The Crypts. The Great Central Shaft ends 
  here. The main feature of this level is the Bone Road, off 
  of which dozens of smaller crypts and tombs can be 
  found.  
   
  Levels Eight through Eleven: The Lesser and Greater 
  Caves and Caverns. This is a vast and multi-level series of 
  interconnected natural caves and tunnels, home to a 
  number of powerful and deadly inhabitants.  
   
  Level Twelve: The Catacombs. Here there be dragons.  
   
  Level Thirteen: The Maze. Wherein lays the greatest 
  mystery of the dungeons.  
   
  The Greyhawk Construction Company, Ltd. 
   
  As the Castle of the Mad Archmage is intended to be a 
  continual work in progress, it is inevitable that there will be 
  places within the dungeons which are not yet complete, 
  but which the PCs may find themselves in a position to 
  explore anyway. Such areas are quite literally “under 
  construction”, and the Greyhawk Construction Company, 
  Ltd. is a way to signal that to the players. 
   
  The GM should, of course, use the GHCC whenever he or 
  she deems that a given section of the dungeon should 
  remain inaccessible, or, perhaps, as a signal to long-
  term players that something is no longer the way it was. 
  The signs of the GHCC being at work, or recently having 
  been at work, can vary. Roll on table 0.1.  
   
  Table 0.1: Signs That the GHCC Is At Work 
   
   
  Roll 
  Sign or Barricade 
  1 
  Yellow construction tape with black stripes. The 
  tape reads "Greyhawk Construction Company - 
  DO NOT CROSS" in Common, and is easily 
  broken or cut.  
  2 
  1d4 black and white striped barricades, of 
  wooden construction (like a sawhorse), each 
  with a yellow flashing light atop it. They bear the 
  notation "Greyhawk Construction Co., Ltd." The 
  lights stop working if moved more than 30'.  
  3 
  1d4 orange and white striped barrels, with the 
  letters "Gh.C.C." stenciled on them in black. 
  4 
  1d6 orange cones made of some durable but 
  flexible substance. 
  5 
  A yellow diamond-shaped sign with a black 
  stylized figure on it with a shovel. If examined 
  closely, the figure doesn't look like it was quite 
  designed to depict a human, but it is impossible 
  to put one's finger on how.  
  6 
  A combination of 2 of the above. Roll twice 
  more, ignoring and re-rolling on a 6. 
   
  PCs being what they are, of course, they are likely to 
  want to cross such barriers anyway, assuming that they 
  are put up as some sort of deterrent or bluff. If they 
  should choose to do so, roll on table 0.2 for effect, but 
  always with the GM's understanding that no progress will 
  be made, no matter how much the PCs persist. 
   
  Table 0.2: Effects of Bypassing A GHCC Barricade 
   
   
  Roll 
  Effect 
  1 
  When they go past the warning, the party is 
  immediately teleported back into the same 
  corridor/room they came from, going in the 
  other direction. If this is in a fairly nondescript 
  corridor, they could go quite a while before 
  figuring out they are actually retracing their 
  steps. If the barricade blocks a staircase, PCs 
  will find themselves emerging at the top/bottom 
  
   
   
  Introduction 
  3 
  of the stairs they thought they were going 
  down/up, and possibly will think themselves on 
  another dungeon level.  
  2 
  The obstruction blocks the way. Trying to move it 
  causes 2d6 magical electrical damage to the 
  person touching it, no saving throw. If they 
  persist, the PCs encounter another GHCC 
  barricade 20' in.  
  3 
  A plain brick wall (especially effective if they are 
  trying to go through a door). 
  4 
  An apparent cave-in. 
  5 
  A traffic control orc stands in the way. He is a 
  typical orc, but entirely non-threatening. He 
  wears a bright yellow helmet and carries a large 
  octagonal sign on a pole with the word "STOP" in 
  common. If the PCs kill the orc or otherwise 
  bypass him, they will encounter another GHCC 
  barricade 20' further in. Re-roll everything, re-
  rolling a 5 on this table. The orc will not converse 
  with the PCs.  
  6 
  PCs enter the Construction Site (see below). 
   
  The Construction Site is a pocket dimension which is a 
  magical metaphor for whatever sort of physical 
  construction is going on in the dungeon. It takes the form 
  of a large sandy field, some 100' on a side, surrounded 
  by wooden clapboards (which will prove completely 
  impenetrable if such is attempted). Signs bearing the 
  legend "POST NO BILLS" may be found in several places 
  on the walls (sometimes on, under, or next to other signs 
  that just say “BILL”). The sky is a formless gray haze. It is a 
  blur of activity as some 20 or so orc workers are 
  constantly moving bricks on hods, carrying boards, 
  pouring 
  concrete, 
  operating 
  large 
  steam-driven 
  machines, and so forth. All are wearing bright yellow 
  helmets and will completely ignore the PCs. There is also 
  an ogre Foreman, who is constantly referring to blueprints 
  in his hands and shouting orders to the orcs. He will at 
  least take notice of the PCs if they insist on interrupting his 
  work, and will annoyedly inform them that they are 
  already behind schedule, have no time for gawkers and 
  interruptions, 
  time 
  is 
  money, 
  etc. 
  Under 
  no 
  circumstances will the PCs get any useful information 
  from the Foreman, and if they do manage to get a look 
  at the blueprints, they will prove to be blank. For all the 
  frenetic work of the orcs and the shouted orders of the 
  Foreman, no progress ever seems to be made. There is 
  an obvious door in the wooden wall, which will lead the 
  PCs back whence they came. 
   
  There is no treasure to be had in the Construction Site, 
  and the GM is encouraged to have fun with it as an 
  encounter to befuddle the PCs; a steam whistle will blow, 
  and all the orcs will stop their work and produce 
  lunchboxes, etc. If they dawdle in the place, it should be 
  demonstrated to the PCs that construction sites are 
  dangerous places; beams fall from seemingly great 
  heights, wrecking balls swing out of nowhere, red-hot 
  rivets get driven into armor, etc. With each such 
  "accident", the Foreman would naturally shout at the 
  PCs, telling them not to be so clumsy, to get out of the 
  way, pointing the way to the door, etc. If the PCs persist 
  in staying, no rest can take place in the Construction Site 
  due to the constant noise, and thus no healing or 
  memorizing of spells can take place. In any event, after 
  1d8 hours, the PCs will hear a shrill steam whistle and find 
  themselves suddenly back where they started, at the 
  GHCC barricade. In short, being in the Construction Site 
  should not be able to be turned into an advantage for 
  the PCs. Be creative. Be evil. 
   
  If they attempt to re-enter the Construction Site, the PCs 
  will find their way blocked by solid stone. 
   
  Introduction for the Players 
   
  But a few scant leagues from the walls of the bustling 
  grey city lay the crumbling ruins known as the Castle of 
  the Mad Archmage. Long shunned by the local 
  townsfolk, decades ago a series of vast treasure hoards 
  were discovered in the twisting mazes beneath the 
  castle proper, along with hungry beasts and deadly traps 
  aplenty. Legends were made in that time; names the like 
  of Erac’s Cousin, Melf, Tenser, Otiluke, and Lord Robilar 
  will live on for centuries. Eventually, though, the 
  dungeons lost their luster as the treasures became 
  smaller and harder to win, the traps were dismantled, 
  and the monsters slain; eventually only the desperate or 
  foolhardy dared enter the dungeons beneath the castle. 
   
  Recently, however, reports have surfaced of renewed 
  stockpiles of wealth in the dank passages and chambers 
  beneath the hillock upon which the still-ruined castle 
  rests. Regions once deemed devoid of monstrous 
  habitation have been reported to teem with activity. 
  Traps both magical and mundane have once more 
  brought explorers to their doom. Too, changes both 
  subtle and gross have been noted in the very layout of 
  the passages and chambers, rendering old maps and 
  knowledge dangerously unreliable if not outright useless. 
  Something is definitely afoot, and most honest folk in the 
  nearby city find the prospect an unnerving one indeed.  
   
  To the bold and daring, however, only one message 
  needs to be heard. The castle and its dungeons are 
  once more ripe for exploration, and new legends are 
  ready to be made! 
   
  Acknowledgements 
   
  Thanks to Allan “Grodog” Grohe, James Maliszewski, Rob 
  Kuntz, Michael Curtis (inventor of the “puzzle door” 
  amongst many other great ideas), Matthew Finch, Erik 
  Mona, and Zachary Houghton for inspiration and 
  information on the Internet. Thanks also to Matt Judge 
  and Steve Smith for catching a few connections to 
  CZ:UW that were originally overlooked. Thanks to Joe 
  Bardales for turning my hand-drawn maps into beautiful 
  old-school art, and Steve Rubin for catching a million 
  typos. Thanks also to my players; Karen, Noelle, Dom, 
  Mike, and Craig. And, of course, thanks to Gary Gygax 
  and Rob Kuntz for designing the original Castle and the 
  game to explore it with. You are missed, Gary. 
  
  Castle of the Mad Archmage 
   
   
   
   
  4 
   
   
   
  Level One: The Storage Rooms 
   
  In deference to the design preferences of individual 
  game masters as to how, precisely, they wish to include 
  such a piece into their own campaigns, this product 
  begins on the Second Level. Game masters are 
  encouraged to either develop their own above-ground 
  sections and the dungeon level immediately beneath, or 
  to find some commercially-available product and work 
  from there.  
   
  The rest of this page is intentionally blank. 
  
   
   
  Level Two: The Deep Cellars 
  5 
  Level Two: The Deep Cellars 
   
  The Deep Cellars comprise many of the barracks used 
  by the Mad Archmage to house his troops in the castle’s 
  heyday.  A band of brigands has taken up residence 
  here, as has a priest of Demogorgon, and the humanoid 
  tribes from Level 3 have all sent up advance parties as a 
  prelude to expanding their influence here. A family of 
  gorics (see Appendix III) is also here.  
   
  There are four maps for this level: Northeast, Southeast, 
  Southwest, and Northwest. Bear in mind that the area 
  depicted on the Northwest map is isolated from the rest 
  of the level; there is no way to get there from another 
  portion of the level other than by moving to higher or 
  lower levels and then finding an entrance there.  
   
  This level has direct access to levels 1 and 3, as well as 
  the surface.  
   
  Table 2.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  4-9 (1d6+3) giant rats 
  2 
  Gelatinous cube 
  3 
  1d4 giant centipedes 
  4 
  Ochre jelly 
  5 
  Floating pearlescent bubble causes 2d6 (10' 
  radius) damage if touched; 1 in 6 has a gem.  
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room (note that 
  northwest map is isolated from the rest of the 
  level) 
  11 
  Pick monster from adjacent level 
  12 
  Dungeon Dressing (use table 2.2) 
   
  Table 2.2: Dungeon Dressing 
   
  If you feel the need to spruce up any corridors or empty 
  rooms with minor details, use the following table. Use 
  common sense when it comes to repeating choices. 
   
   
  Roll 
  Dressing 
  1 
  Evidence of a recent battle (broken arrows, rent 
  shield, broken dagger, but no bodies) 
  2 
  Small puddle 
  3 
  Arrow chalked on floor (50%) or wall (50%) 
  4 
  Burnt out torch (50%) or candle (50%) 
  5 
  Humanoid leg-bones (one leg) 
  6 
  Broken padlock and 6” of rusty chain 
  7 
  Sound of shouting from far behind the PCs 
  8 
  Gust of warm air lasts 10 seconds, then stops 
  9 
  Graffiti reading “Beware the drums!”  
  10 Moist niter on wall 
  11 Pipes run along ceiling for 20’ or so, then 
  disappear into stonework. They are warm to the 
  touch. 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  COBWEBBED CHAMBER. Huge spider (13 h.p.). The 
  staircase leads up to Level 1: THE STORAGE ROOMS.  
  2. 
  TROGLODYTE CHAMBERS (#2 - #4). A family of 
  troglodytes has taken up residence here. 5 in this 
  room (8, 8, 9, 10, 11 h.p.). 
  3. 
  The troglodyte leader (16 h.p.) resides here with the 
  group's treasure (2,300 s.p., 1 piece of jewelry). 
  4. 
  6 troglodyte females and 4 young.  
  5. 
  CLOSET. 2 skeletons (5, 5 h.p.). One has a pouch 
  with 15 s.p. 
  6. 
  SHRIEKER. One shrieker is here (11 h.p.) which will 
  alert the inhabitants of rooms 7 and 9 if it sounds.  
  7. 
  HOBGOBLIN PATROL. A group of “Flesh Render” tribe 
  hobgoblins has set up camp here (see Level 3). This 
  room holds 5 warriors (4, 5, 6, 6, 6 h.p.) armed with 
  flail and composite bow. Each has 2-12 g.p. If 
  alerted by the shrieker in room 6, they will wait in 
  ambush, attacking intruders through the passage 
  with their bows and encircling them if they make it 
  to this room.  
  8. 
  SECRET 
  CHAMBER. 
  This 
  room 
  has 
  remained 
  undiscovered by the hobgoblins. It contains a 
  trapped chest (poison needle, save +2 or die) 
  containing 1,460 s.p. and a potion of clairvoyance. 
  9. 
  HOBGOBLIN CORPORAL. The leader of this small 
  incursion has 9 h.p. and is in possession of a map 
  which shows the way from this area to the stairs at 
  #66. That map shows #47 with the wall closed to 
  the south. The patrol attempted to return, but found 
  that way closed, and retreated back to this 
  advance position. He has 27 g.p.  
  10. 
  CISTERN. A hole in the ceiling leads up to a 
  chamber above, where water is drawn. A water 
  weird dwells within. The cistern is otherwise not 
  accessible. 
  11. 
  GAUNTLET. Walls are covered with murals of running, 
  track & field, etc. 5-headed hydra (22 h.p.). Note 
  one-way doors in northwest entrance; intruders must 
  make it past the hydra and exit to the southeast. 
  The beast won't leave this room.  
  12. 
  RATS (#12-14). A gentleman, wearing soiled and 
  torn but fine clothes, is seen chained to the wall. He 
  introduces himself as Harcourt Fenton, who has 
  been kidnapped by the Black Spear Gang (see 
  #35-40). In reality, he is a wererat (15 h.p.). He tries 
  to lure PCs into the room so his rats (see #13 and 
  14) can attack. The chains are not really locked. In 
  extremis he will change into giant rat form and 
  disappear into one of the several small tunnels that 
  line the walls; similar holes also lead to rooms 13 
  and 14. 
  13. 
  6 giant rats (1, 1, 2, 2, 3, 4 h.p.) will respond to 
  Harcourt Fenton's summons if needed. 
  
  Castle of the Mad Archmage 
   
   
   
  6 
   
  14. 
  7 giant rats (1, 2, 2, 2, 3, 4, 4 h.p.) will respond to 
  Harcourt Fenton's summons if needed. They also 
  guard their combined treasure: 200 s.p., 85 g.p., 3 
  gems, and a scroll of cure light wounds. 
  15. 
  THREE DOORS. There is a 3' high pedestal in the 
  middle of the room, on which is a single golden 
  key. The three eastern doors are all ornately carved 
  and have conspicuous keyholes. If they are 
  examined carefully, each door has words worked 
  into the carvings. Door A says “Don't be boaring” 
  (sic). Door B says “Why waste your time?” Door C 
  says “Heaven can wait”. If the key is used to open 
  door A, a wild boar is released from stasis and 
  immediately attacks (17 h.p.). If the key is used to 
  open door B, a giant pile of offal and sewage 
  spews forth from the doorway, with a 25% chance 
  that a rot grub (1 h.p. each) will infest any 
  character standing within 10 feet of the door. If the 
  key is used to open door C, a blue mist envelops all 
  those within 10 feet of the door. Those whom it 
  touches will not bleed the next time they are 
  reduced to negative hit points; they will instantly 
  stabilize without the need for their wounds to be 
  bound (they will still need to be healed or cured in 
  some fashion to bring them to positive h.p., 
  though).  
  16. 
  CENTIPEDES. 7 giant centipedes (1, 1, 1, 1, 2, 2, 2 
  h.p.). 11 g.p. and 1 gem are hidden in trash. 
  17. 
  EMPTY ROOM. Scraps of cloth and bone on the 
  floor. 
  18. 
  STATUE. There is a 8' tall statue of an ape wearing a 
  fez, squatting and holding a cup, here. Putting a 
  coin in the cup will cause a sound of simian 
  laughter, and whoever placed the coin will get +1 
  on their next saving throw or “to hit” roll, whichever 
  comes first. The coin disappears. The effect can be 
  used once per day. [DESIGNER’S NOTE: Players 
  familiar with the original Greyhawk campaign may 
  think this is somehow related to module WG6 Isle of 
  the Ape. Paranoia is good.] 
  19. 
  OLIVE SLIME. An olive slime (11 h.p.) has established 
  itself here. (Remember, 50% chance that nobody 
  notices the victim has been infected.) 
  20. 
  SLIME CREATURES. If they hear activity in room 19, 
  two slime creatures (3+2 HD, 15, 16 h.p.) will come 
  to investigate/attack. 
  21. 
  SECRET CLOSET. A robe of wisdom (acts the same 
  as a pearl of wisdom) hangs on a hook here. There 
  is a ring worth 150 g.p. in a pocket. 
  22. 
  EMPTY ROOM.  
  23. 
  ROOM O' LEVERS. There are 24 different levers here. 
  Randomly, half are up, and half down. If moved, 
  there is a 25% chance that there will be a distant 
  sound of gears or machinery moving, to no real 
  effect. But don't let that stop your players from all 
  sorts of angsty fun.  
  24. 
  HALL OF ARMOR. Each niche holds a skeleton: two 
  human, two elven, one halfling, one dwarf (4, 5, 6, 
  6, 7, 7 h.p., all have AC 3). Each is wearing plate 
  mail appropriate to its size (be sure to use weapon 
  vs. AC table).  
  25. 
  EMPTY ROOM.  
  26. 
  BUBBLES. Three pearlescent bubbles are floating in 
  mid-air. If they are at all touched, they will explode 
  for 2d6 points of damage to all within a 10' radius. 
  There is a 1 in 6 chance that each bubble will hold 
  a gem. 
  27. 
  GRIMLOCKS. 4 grimlocks (8, 9, 10, 10 h.p.) have 
  made this room their home. They are armed with 
  hand axes and each has 8 g.p. 
  28. 
  GRIMLOCK LEADER. The leader of the wayward 
  grimlock band lives in this room. He has 3 HD (19 
  h.p.) and is AC 4. He has a chest with 80 g.p. and 
  a potion of extra healing. 
  29. 
  EMPTY ROOM. Broken table and chairs.  
  30. 
  APPARITION. An apparition (40 h.p.) dwells here; it is 
  the spirit of one of the former stewards of the castle. 
  If the room is entered, it will seem to rise from the 
  canopy bed to attack intruders. The room is a richly 
  appointed bedroom, but the various furnishings 
  and decorations are in tatters. 
  31. 
  INNER SANCTUM. 3 chests, all locked. Chest#1 has 
  a poison pin trap on lock (save or die) and contains 
  4,000 s.p. Chest #2 has an acid spray trap if 
  opened (20 points of acid damage to anything in 
  front of the chest within 6’, save vs. breath weapon 
  for half damage) containing 2,000 e.p. and a 
  longsword +1/+3 vs. flying creatures. Chest #3 has 
  a fire trap spell cast upon it (half chance to detect, 
  does 1d4+8 damage, save vs. spells for half) and 
  contains 4,000 g.p. and a scroll with the magic-
  user spells shield and knock on it. 
  32. 
  SECRET CLOSET. 3 skeletons (3, 3, 5 h.p.). Also has 
  lever which will unlock the door to Area #194 on 
  Level 3: THE DUNGEONS (accompanied by the 
  sound of machinery) if pulled. 
  33. 
  EMPTY 
  ROOM. 
  Empty 
  and 
  smashed 
  large 
  amphorae once contained oil.  
  34. 
  EMPTY CLOSET. 3 amphorae are still intact 
  (equivalent to 30 vials of oil). 
  35. 
  BLACK SPEAR GANG (#35 – 40). A group of 
  brigands has taken up residence with the idea of 
  ambushing adventurers after they are weakened. 
  They have not been very successful of late, and will 
  often send out patrols to look for likely targets, 
  setting up ambushes, etc. 2 brigands are in this 
  room (5, 7 h.p., AC 7, broadswords and slings) with 
  10 s.p. each. 
  36. 
  2 BRIGANDS. (4, 6 h.p., AC 7, broadswords and 
  slings), 10 s.p. each. 
  37. 
  3 BRIGANDS. (3, 5, 5 h.p., AC 8, spears and light 
  crossbows), 10 s.p. each. 
  38. 
  BRIGAND LEADER. Tov Encher (F3, 16 h.p., AC 4 
  (chain & shield), broadsword and light crossbow) 
  leads the Black Spear Gang. He has a dagger +1 
  and has 20 s.p. on his person.  
  39. 
  HIDDEN CHAMBER. This is where Tov Encher has 
  hidden the gang's loot. There are 150 g.p., 475 
  s.p., 1,100 c.p., 2 suits of dwarf-sized chain mail, 3 
  longswords, and 8 weeks worth of rations here.  
  40. 
  2 BRIGANDS. (5, 6 h.p., AC 7, longswords and 
  slings). Each has 10 s.p. 
  41. 
  KITCHEN. An adventuring necromancer left these 
  guards/porters behind; 4 zombies (6, 8, 9, 11 h.p.). 
  
   
   
  Level Two: The Deep Cellars 
  7 
  This room appears to be a disused kitchen, with a 
  large larder to the east with rotting foodstuffs. 
  42. 
  DAMP ROOM. 3 giant frogs (2 HD; 9, 9, 11 h.p.).  
  43. 
  CITY IN A BOTTLE. In the middle of this room is a 
  pedestal with a large glass bottle. Careful 
  examination reveals an entire miniature city exists 
  within the glass! It cannot be moved or harmed in 
  any way. If the GM wishes, he can develop the city 
  as an adventuring locale, with the PCs magically 
  teleported within by touching the glass.  Otherwise 
  it’s just a curiosity. [DESIGNER’S NOTE: GMs with 
  access to the adventure module “The Original 
  Bottle City” by Rob Kuntz and currently published by 
  Pied Piper Publishing may wish to locate that 
  module here. See the “Recommended Reading” 
  section.] 
  44. 
  LAUGHING SKULL. If this room is entered, a human 
  skull rises from the floor laughing hysterically for 1 
  minute. It then floats gently to the floor. The room is 
  otherwise empty. The skull will lose its enchantment 
  if removed.  
  45. 
  EMPTY ROOM. Table and 4 chairs.  
  46. 
  SPIDER! A huge spider (12 h.p.) dwells here. The 
  corpse of an unlucky elf is here, with 85 g.p. 
  47. 
  TRICKY WALL. The wall at this intersection swivels, 
  either blocking the south or west passage. Will be 
  blocking either way, 50% chance. Check every 6 
  hours game-time.  
  48. 
  GRAFFITI. This room is mostly empty, but scrawled 
  on the wall (where the secret door is) is the following 
  graffiti: “One, two, three! You can’t hide from me! 
  One, two, three! Just you wait and see!” 
  49. 
  INVISIBLE STALKER. This elemental (30 h.p.) will follow 
  intruders and attack intermittently (every 1d6 turns) 
  using hit-and-run tactics for as long as they remain 
  in the dungeon. If slain, it returns to its home plane, 
  but is replaced by another after 1d6 days. If the 
  graffiti in Area #48 is erased from the wall, the 
  enchantment is broken.  
  50. 
  XVARTS (#50 – 55). A raiding party of xvarts has 
  managed to establish themselves in this corner of 
  the dungeon, mostly by keeping a low profile. They 
  are currently trying to figure out how to either get 
  out of the dungeon or summon more of their kind 
  to oppose the Old Guard Kobolds above. This room 
  holds 4 xvarts (2, 3, 3, 4 h.p.) each with 3d6 s.p. If 
  alerted, they will ambush and fight with cunning.  
  51. 
  XVARTS. 3 xvarts (3, 5, 5 h.p.), 3d6 s.p. each. 
  52. 
  XVARTS. 4 xvarts (3, 4, 4, 5 h.p.), 3d6 s.p. each. 
  53. 
  XVART LEADER. (7 h.p.), armed with a net. 18 s.p. 
  Has a small silver figurine of Raxivort, the xvart deity, 
  worth 10 g.p.  
  54. 
  XVARTS. 3 xvarts (1, 2, 3 h.p.), 3d6 s.p. each. 
  55. 
  XVART COMMON ROOM. From 0-7 xvarts will be 
  here at any given time during normal hours. Tables, 
  benches, food and drink are here.  
  56. 
  STAIRS TO LEVEL 3. This marks the point where a 
  stairwell goes from Level 1: THE STORAGE ROOMS to 
  Area #61 on Level 3: THE DUNGEONS. It is otherwise 
  inaccessible from this level. 
  57. 
  PORTCULLIS ROOM. Note that this room is accessed 
  via a locked portcullis. Put something neat here. 
  Wing it. 
  58. 
  EMPTY ROOM. Broken boxes and rotten straw.  
  59. 
  WINE. The casks of wine in this storage room are still 
  mostly intact. 5 large casks (3,000 g.p. weight 
  each) of fine wine are worth 300 g.p. each if they 
  can be transported back to civilization.  
  60. 
  GUARD DOG. A hell hound (4 HD, 15 h.p.) dwells 
  here, protecting its master in Area #61, who will be 
  alerted by any sounds of combat herein. 
  61. 
  BEDROOM. The dwelling of Marquand the Great 
  (also known as “the Mediocre” to those who know 
  him), a Conjuror of indifferent abilities (M-U 3, 10 
  h.p., lawful evil, spells memorized: friends, hold 
  portal, web).  He wields a dagger +1 and has 125 
  g.p. in a small chest under the bed.  His spell book 
  has the above spells plus read magic and identify.  
  He will come to Area #60 in one round if there is 
  combat and will call off the hound and parley. If 
  refused, he will flee if possible. His spell book is 
  hidden under a secret space under the floor.  
  62. 
  STAIRS TO LEVEL 1. These stairs lead to Level 1: THE 
  STORAGE ROOMS.  
  63. 
  SOUND CHAMBER. This large room is empty, but 
  carries sound particularly well throughout this 
  section of the dungeon. Check for wandering 
  monsters every round the PCs are here and doing 
  anything but staying perfectly still.  
  64. 
  TELEPORTER ROOM. The room appears empty. 
  Once the PCs enter, they are all teleported without 
  detection to Area #114. Only works once per day, 
  either way. 
  65. 
  CLOSET. 3 skeletons (3, 4, 6 h.p.).  
  66. 
  STAIRS TO LEVEL 3. These stairs lead to Area #40 on 
  Level 3: THE DUNGEONS.  
  67. 
  GRINNING SKULL ORCS (#67 – 70). An advance 
  force of “Grinning Skull” orcs from level three have 
  established themselves here. 5 warriors are in this 
  room (3, 4, 4, 5, 5 h.p.) armed with spears. Each 
  has 2d6 e.p. 
  68. 
  ORCS. 5 orc warriors are here (2, 2, 5, 6, 6 h.p.), 
  armed with spears. Each has 2d6 e.p. Supplies are 
  here too.  
  69. 
  ORCS. 2 orc corporals are here (7, 7 h.p.), armed 
  with swords and flails. Each has 1d6+6 e.p. 
  70. 
  ORC SERGEANT. The leader of the outpost has set 
  himself up here in style; four-poster bed, wine, etc. 
  He has 8 h.p. and is armed with a longsword and 
  battleaxe. He has 15 e.p. on his person and 50 g.p. 
  hidden in the mattress of the bed. He knows about 
  the secret passage and will flee to warn the tribe if 
  possible.  
  71. 
  TWO TRAPS. As soon as someone walks through the 
  door, a guillotine blade comes down in the 
  doorway. Save vs. paralyzation or take 2-20 h.p. 
  damage. When someone enters the middle of the 
  room, darts shoot out from the east wall; roll to hit 
  as if shot by a 3rd level fighter, 2d3 darts total.  
  72. 
  MUSICAL INSTRUMENT STORAGE. Several musical 
  instruments are to be found here. Two drums (worth 
  6 g.p. each), a flute (15 g.p.), a lute (25 g.p.) and 
  
  Castle of the Mad Archmage 
   
   
   
  8 
   
  a mandolin (28 g.p.). The flute radiates magic, but 
  the actual enchantment has long since faded 
  away. 
  73. 
  BROKEN BOXES. This room is choked with broken 
  chests and boxes. Hidden amongst them is a worry-
  hag (14 h.p.; see Appendix III for details). It will 
  attack from the debris (4 in 6 chance of surprise) 
  and then flee into the dungeon, attempting to 
  draw the PCs into danger. 
  74. 
  EMPTY ROOM. Picked clean.  
  75. 
  PORTCULLIS. Normally locked, can be opened with 
  standard bend bars roll or by using the lever in Area 
  #85. 
  76. 
  TRIPLE TRAPS. Each dead-end passage is trapped. 
  A has an arrow trap hitting the first person at the 
  end of the passage (roll Dexterity or lower on d20 or 
  take 1d6 damage). B has an acid spray that hits all 
  in the last 20' of the passage out of the ceiling 
  (save vs. breath weapon or take 1d6+3 points of 
  acid damage). C has a gas trap affecting 
  everyone in the last 10' of the passage; save vs. 
  poison or lose 50% of strength for 1d6 hours.  
  77. 
  STAIRS TO LEVEL 1. These stairs lead to level 1: THE 
  STORAGE ROOMS.  
  78. 
  DWARVEN EXPLORERS. A party of dwarves has taken 
  up temporary residence here. 3 warriors will be in 
  this room (F2; 9, 10, 11 h.p.) with chain mail and 
  battleaxes. Each will have 20 g.p. 
  79. 
  DWARF LEADERS. Olaf Guttergut is a swordsman/ 
  bravo (F3/T3; 20 h.p.) with leather armor and a +1 
  battleaxe. Trusti Lichtenforn is a swordsman/ priest 
  (F3/C3; 18 h.p.) with chainmail +1 and a scroll of 
  cure serious wounds. They have 50 g.p. and 1d6 
  gems each. All are LN and are not automatically 
  hostile, although they are cautious. 
  80. 
  CLOSET. 2 skeletons (4, 5 h.p.).  
  81. 
  SECRET ROOM. Huge pedipalp (10 h.p.). This room 
  has two large iron wheels, one on either end. When 
  turned, these will cause huge banging noises to 
  apparently approach the room through the walls, 
  but ultimately have no real effect.  
  82. 
  COVERED PIT TRAP. 20' deep with spikes (3d6 
  damage, save vs. breath weapon for 2d6). 
  83. 
  SECRET ROOM. Has a bed, table, three chairs, and 
  signs of recent habitation.  
  84. 
  EMPTY ROOM.  
  85. 
  TREASURE ROOM-- SORT OF. There is a window in the 
  northern wall (1' wide with iron bars) allowing those 
  in the hallway to see into the room. Heaps of coins 
  and golden accouterments can be seen. The door 
  to the south is locked. On the east wall is a large 
  lever which unlocks the portcullis at #75. The coins 
  and treasure are all illusionary, concealing yellow 
  mold. 
  86. 
  FALSE DOOR TRAP. A false door lures the curious into 
  a covered pit trap 20' deep (2d6 damage). 
  87. 
  TROGLODYTE CAVES (#87-89). These caves have 
  sandy floors, quite unlike the stone hallways 
  elsewhere in this vicinity. The door is not locked. This 
  cave holds 7 males (7, 7, 8, 8, 8, 10, 11 h.p.). They 
  are armed with stone battle axes. The one-way 
  secret door leads from a staircase to Level 1: THE 
  STORAGE ROOMS.   
  88. 
  Five troglodyte females (3, 4, 4, 5, 6 h.p.). There 
  are four youngsters here as well, and a clutch of 
  eggs in the small cave in the northwest corner. 
  89. 
  The troglodyte leader (3 HD, 18 h.p.) is here with his 
  consort (8 h.p.) and 3,000 s.p. He is armed with a 
  stone morning star and also wears a golden 
  necklace worth 120 g.p. The leader knows about 
  the secret door to Area #90. 
  90. 
  EMPTY ROOM.  
  91. 
  SECRET ROOM. Currently inhabited by a large grey 
  ooze (16 h.p.), which has learned to avoid the 
  green slime (10 h.p.) on the ceiling by the south 
  entrance.  
  92. 
  OCHRE JELLY. A large (30 h.p.) specimen has 
  made its way here.  
  93. 
  IMPROMPTU SHRINE. Someone in the past placed a 
  statue of Juiblex on a table here; burned-out 
  candles surround it. The creatures nearby have 
  been drawn to this place. The statue is silver, and 
  radiates both magic and evil. It is worth 40 g.p. to a 
  collector or worshipper of the Faceless Lord. Slimes, 
  puddings, and jellies will be drawn to its vicinity, 
  however. 
  94. 
  GIANT ANT COLONY (#94 – 95, 98 – 100). All of the 
  doors here have holes along the bottom large 
  enough for 2 ants to pass at the same time. This 
  room will have 10 worker ants (6, 6, 7, 8, 8, 8, 9, 10, 
  11, 13 h.p.) passing through, moving out into or 
  coming back from the dungeon looking for food, 
  etc. 
  95. 
  FOOD CHAMBER. 12 worker ants (5, 6, 6, 7, 8, 8, 8, 
  8, 8, 10, 11, 14 h.p.). 
  96. 
  SECRET ROOM. Note that there is no ant-hole in the 
  door to this room. There are two large locked chests 
  full of 2,000 bronze coins each. The second also 
  has a cursed shield -1.  
  97. 
  EVEN MORE SECRET ROOM. There are two large 
  locked chests here as well (identical to those in 
  Area #96). The first is trapped with gas; opening the 
  chest will fill the room with an orange gas; save vs. 
  poison or lose 1d6 points of strength for 1d6 hours 
  (won't bring strength below 3). Each chest holds 
  2,000 g.p. The first also has a scroll of remove 
  curse. 
  98. 
  EGG CHAMBER. 10 worker ants (5, 6, 6, 7, 7, 8, 10, 
  11, 12, 13 h.p.) and 5 warriors (3 HD; 10, 11, 16, 20, 
  21 h.p.) guard several dozen eggs. 
  99. 
  QUEEN. (10 HD; 45 h.p.). There is a pile of coins 
  here; 600 c.p., 200 s.p., and 40 g.p. 
  100. FOOD CHAMBER. 8 worker ants (8, 9, 9, 10, 11, 14, 
  15, 15 h.p.). 
  101. CENTIPEDES. Rotting bolts of cloth and sacks that 
  once held flour. Now 6 giant centipedes (1, 1, 1, 1, 
  2, 2 h.p.) dwell here.  
  102. BROKEN BOXES. Several smashed crates are here, 
  as well as an intact bulls-eye lantern and a cask of 
  oil (equivalent of 10 vials).  
  103. EMPTY ROOM. 
  104. CLOWNS. The walls of this room have been hastily 
  covered from floor to ceiling with drawings of 
  
   
   
  Level Two: The Deep Cellars 
  9 
  clowns. At first they seem normal, but if studied, a 
  more sinister appearance can be noted. 
  105. DOUBLE SECRET ROOM. A shadow (17 h.p.) guards 
  its own corpse; long since mouldered to corruption, 
  which has a broadsword +1, 6 gems, a ring worth 
  40 g.p., and 45 g.p. 
  106. SECRET CHAMBER. A large lever controls the 
  portcullis to Area #119. Default = closed/down. 
  107. MOAT OF BLADES. As soon as this room is entered, 
  explorers can hear a sound as of a thousand pairs 
  of scissors opening and closing. On the western 
  end of the room are two boards of ironwood, 
  2'x12'x2”. The northeast corner of the room is 
  separated from the rest of the room by a moat of 
  thousands of living blades, swirling and moving in 
  the 15'-wide “moat”. Any creature entering the 
  moat will take 10d10 points of damage per round 
  (subtract 1d10 per magical “plus” of any armor or 
  other protection). The ironwood boards may be 
  used to cross the moat, but only if one is laid across 
  the corner, and the other then laid on it and the far 
  shore (don't even hint at the solution to your 
  players!). The boards are each too short to reach 
  across the moat alone, and if tied together with 
  rope and then laid across the moat, the blades will 
  instantly cut the binding. Magical forms of flight and 
  teleportation will not function in this room or #108.  
  108. TREASURE ROOM. There are three large locked 
  chests here. Chest #1 contains 2,000 s.p., 200 g.p. 
  and a longsword +1, +3 vs. regenerating 
  creatures. Chest #2 is guarded by a poison needle 
  trap on the lock (save or take 10 h.p. damage and 
  be incapacitated for 1d10 turns) and contains 
  1,500 g.p. and a small wooden box containing 12 
  gemstones. Chest #3 contains 3,000 c.p. and an 
  oddly shaped piece of wood, which radiates 
  magic if detected for. It is approximately 2' on a 
  side; one side is straight, the other three convoluted 
  like a jigsaw puzzle piece. This is, in fact, a part of a 
  Puzzle Door to be found on level 5 THE DEEPS (see 
  APPENDIX II: New Magic Items). 
  109. A PAIR OF PITS. Two covered pit traps; attempting to 
  jump over one will land the jumper in the other. The 
  northern pit is 20' deep (2d6 damage), the second 
  is only 10' deep but has spikes (2d6, save vs. 
  paralyzation for only 1d6). 
  110. EMPTY ROOM. A table and two chairs. A small keg 
  of mead on the table and two mugs (dry). 
  111. MOLDY ROOM. Note that there are 3 ear seekers in 
  the door to this room; adventurers who state they 
  are listening at the door will be infested. The walls 
  and floor of the room itself are covered with a 
  harmless mold of vivid scarlet hue.  
  112. SPIRAL STAIRS. This spiral staircase leads to Area 
  #115 on Level 3: THE DUNGEONS. 
  113. MAGIC MOUTH. A permanent magic mouth spell is 
  cast on the end of the passage; whenever a 
  human or demi-human comes within 10', it says “Hi-
  de-ho and off we go! Not wet, not dry, but a real 
  sharp show!” 
  114. TELEPORTER ROOM. The room appears empty. 
  Once the PCs enter, they are all teleported without 
  detection to Area #64. Only works once per day, 
  either way. 
  115. GIANT RAT COLONY (#115 – 117). Note that there is 
  a 10% chance per round spent in the corridors 
  between these rooms that 1d4 giant rats will be 
  seen scurrying between the rooms. This room has 7 
  of the rats (1, 1, 1, 2, 2, 2, 2 h.p.).  
  116. 12 giant rats (1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2 h.p.). 
  There is a dead gnome here, with a pouch with 25 
  s.p. and 3 gems.  
  117. 4 giant rats (1, 1, 1, 2 h.p.).  
  118. FOUNTAIN OF SNAKES. A fountain with a shallow 
  basin dominates the middle of this room. The 
  fountain itself is shaped like four intertwining snakes. 
  Every round that someone is in this room, a snake 
  will issue forth from this enchanted fountain, with 
  different types of snakes coming out of a different 
  mouth of the statue. 
    1-3:  constrictor snake (regular) 
    4-8:  1d6 poisonous snakes (regular) 
    
  9:  amphisbaena (giant) 
    10:  spitting snake (giant) 
  119. STIRGE NEST. Can only be accessed through locked 
  portcullis. 6 stirges (3, 4, 5, 5, 6, 7 h.p.). The 
  portcullis is controlled by a lever in Area #106. 
  120. SHRIEKER ROOM. 2 shriekers (10, 12 h.p.). The body 
  of a dead halfling is here as well, wearing leather 
  armor +1 and with a pouch containing 35 g.p. and 
  2 gems. 
  121. EMPTY ROOM. Shelves line the walls, covered with 
  dust. 
  122. STORE ROOM. Someone has taken to storing 
  supplies here. 2 kegs of good ale, 3 skins of wine, 
  salt beef, and hard tack. Enough for the equivalent 
  of 4 weeks of standard rations. Also 20 torches and 
  5 blankets. 
  123. SPRUNG TRAP. The clockwork-like workings of an 
  intricate mechanical trap are exposed, and 
  appear to have been badly damaged. Several 
  blades and spiked rollers are dislocated, on the 
  floor, etc. Much dried blood is here as well. 
  Harmless now. 
  124. BLOODY AXE ORC ADVANCE OUTPOST (#124 - 128). 
  The “Bloody Axe” orcs from Level 3 have established 
  this advanced outpost. This is the main orc 
  barracks; 8 orc soldiers (3, 4, 4, 5, 5, 5, 6, 7 h.p.) 
  with axe and spear, 5 s.p. each.  
  125. ORC BARRACKS. 5 orc soldiers (3, 3, 3, 5, 6 h.p.) 
  with axe and halberd. 5 s.p. each. 
  126. ORC CORPORALS. 2 orc corporals (7, 7 h.p.) with 
  longsword and shortbow. 5 g.p. each. 
  127. ORC SERGEANT. The leader of the outpost (8 h.p.) 
  with longsword and heavy crossbow.  
  128. GUARD POST. Two orc guards are always stationed 
  here to observe the fountain in Area #118 through 
  the small barred window (4, 4 h.p.), armed with axe 
  and heavy crossbow. If anything interesting enters 
  the room, they will sound the alarm. 
  129. EMPTY ROOM. Two tables, benches. 
  130. MUSHROOMS. The floor of this room is covered with 
  a variety of large (2-3’ high) mushrooms. The air is 
  very musty. Disturbing the mushrooms (walking in 
  
  Castle of the Mad Archmage 
   
   
   
  10 
   
  the room, searching, etc.) has a 25% chance of 
  releasing a cloud of spores; save vs. petrification or 
  suffer the effect. Roll a d10: 1-6, take 2-12 h.p. 
  damage and lose 2 points of Constitution for 2-12 
  hours; 7-9, suffer the effects as a ring of contrariness 
  for 1d8 turns; 10, see illusionary giant wasps 
  attacking for 1d6 rounds, 20% chance of hitting 
  one’s friends. There is a quarterstaff +1 concealed 
  beneath the mushrooms. 
  131. VESTIBULE. To the east is a large ornate door of solid 
  bronze, decorated with skulls and demonic visages. 
  Anyone of Good alignment (Lawful, if using rules 
  with simpler alignment) attempting to open them 
  will take 1d6 points of electricity damage.  
  132. EVIL SHRINE. An evil priest and his followers have set 
  up 
  shop 
  here, 
  establishing 
  a 
  shrine 
  to 
  Demogorgon. Two statues of the demon-king flank 
  steps leading up to an altar. Behind the altar is a 
  hanging depicting demonic mandrills and gibbons 
  rending apart humans and demi-humans with their 
  bare hands. The altar mildly radiates evil if detected 
  for, but hasn't been used here long enough to 
  develop more effects. The altar service (chalice, 
  plate, candlesticks, etc.) is made of silver and is 
  worth 300 g.p. intact as a set. As time wears on the 
  priest will attempt to expand his domain in this 
  portion of the dungeon, converting the intelligent 
  inhabitants to the worship of his demonic master. 
  133. EVIL PRIEST’S QUARTERS. Fellgru Northav (C3, AC 5 
  (ring mail & shield) 14 h.p., mace +1, shield +1, 
  scroll of flame strike. Spells memorized: cause light 
  wounds (x2), light, sanctuary, cause fear, hold 
  person, silence 15' radius. The room is well-
  appointed, and a chest holds his treasure; 500 s.p., 
  125 g.p., 3 pieces of jewelry, pouch of 10 gems. 
  The chest is trapped; disarm or sleep gas fills the 
  room, putting everyone to sleep for 2d6 rounds. 
  134. EVIL PRIEST'S FOLLOWERS. All four rooms are 
  modestly appointed with a cot, table, and small 
  chest. Rooms A and B each have an evil acolyte 
  (C1, 5 h.p., AC 6 (ring mail & shield), spell 
  memorized: light), with 20 g.p. Room C has an evil 
  half-orc follower of Demogorgon (A2, 14 h.p., AC 3 
  (chain & DEX), short sword +1, 3 vials of type A 
  poison), with 35 g.p. and 4 gems. Room D has an 
  evil Adept (C2, 10 h.p., AC 5 (ring mail & shield & 
  DEX), spells memorized: command, cause light 
  wounds, cure light wounds), with 20 g.p. and a ring 
  worth 25 g.p.  
  135. IT’S ALL GREEK TO ME. This metal-walled room is 
  completely bare with the exception of a large 
  octagonal flat pedestal in the center. Around the 
  top edge is the following: “Sir, I bear a rhyme 
  excelling in mystic force and magic spelling 
  celestial sprites elucidate all my own striving can’t 
  relate”. Atop the pedestal are a number of 
  octagonal tiles, each with a letter of the Greek 
  alphabet inscribed on them (Α Alpha, β Beta, γ 
  Gamma, ∆ Delta, ε Epsilon, ζ Zeta, η Eta, θ Theta, ι 
  Iota, κ Kappa, λ Lambda, µ Mu, Ν Nu, ξ Xi, ο 
  Omicron, π Pi, ρ Rho, Σ Sigma, τ Tau, υ Upsilon, φ 
  Phi, χ Chi, ψ Psi, Ω Omega). The door to the north 
  has a notch which is obviously the same size and 
  shape of the tiles. If any tile other than the proper 
  one is placed in the notch, not only will it not open, 
  but the entire room will be shocked with electricity, 
  doing 3d6 h.p. of damage to all within. The correct 
  tile is π Pi; count the number of letters of each word 
  in the riddle and you have 3.1415… The door 
  cannot be opened by normal means. [DESIGNER’S 
  NOTE: Some players might balk at the notion that 
  solving this puzzle requires knowledge of both the 
  English and Greek languages, neither of which 
  actually exists in the game world. The purpose of 
  this exercise is to impress upon them the old-school 
  maxim that it is the players who are challenged, 
  rather than the characters.] 
  136. TREASURE ROOM. One large locked chest contains 
  3,000 s.p. Another contains 500 g.p. and 400 e.p. 
  A third, small locked chest (trapped with a poison 
  needle trap; save vs. poison or die) holds 20 
  gemstones and 4 pieces of jewelry. Hanging on a 
  peg on one wall is a suit of chainmail +2.  On 
  another peg is a cloak of elvenkind. A wig stand 
  holds a coif of warmth (functions just like a ring of 
  warmth, but usable only by those able to wear any 
  armor). A small unlocked box holds a pink 
  rhomboid ioun stone (adds +1 to constitution, 
  maximum 18).  
  137. SHADOWY CHAMBER. Deep shadows are here, 
  impossible to dispel without magical light. The 
  staircase leads up to Level 1: THE STORAGE ROOMS.  
  138. CRAMPED CHAMBER. Doors are only 3½’ high. The 
  ceiling here is only 4’ high; crouching gives -2 to “to 
  hit” rolls. A giant tick lives here (2 HD, 10 h.p.). 
  139. EMPTY ROOM. 
  140. CLOWNS. A well-done mosaic of clowns lines the 
  walls of this room. It is otherwise empty.  
  141. PING-PONG BALL TRAP. The door to this room will 
  close and lock automatically once the party enters; 
  the door is revealed to be metal and cannot be 
  broken with anything less than giant strength. In the 
  center of the floor is a hole approximately 2” in 
  diameter. Once the door closes, a small white ball 
  drops from the far wall and rolls into the hole. On 
  the far wall is a small rack with four balls and a 
  space for a fifth. The balls are numbered; 47, 03, 
  11, 82 (think lotto-style ping-pong balls). Examining 
  the room, they see a combination lock on the door 
  they entered through. The combination is 47-03-11-
  82-56. The key is to get the ball out of the 3' deep 
  hole to be able to read the final number in the 
  combination, 56. Each wrong attempt causes the 
  9’ ceiling to descend one foot, so guessing is not a 
  viable option. The easiest way to get the ball out; 
  pour liquid into the hole so it floats out. They will die 
  of asphyxiation in 2 hours if they don't figure out the 
  trick.  
  142. CLOSET. 2 skeletons (5, 6 h.p.). One has a silver-
  hilted sword worth 10 g.p. 
  143. MOLDY ROOM. 3 boring beetles (24, 25, 26 h.p.) 
  dwell here. Both doors are mostly eaten away. 
  Slimes and fungus covers the walls and floor.  
  
   
   
  Level Two: The Deep Cellars 
  11 
  144. SMALL ROOM. The north door has been half 
  destroyed. A single shrieker (16 h.p.) is here. More 
  slimes and mold. 
  145. CAPTAIN’S QUARTERS. This room is well appointed, 
  but all the bedding and other fiber-based material 
  has gone to corruption. A dresser holds a chainmail 
  pouch with 6 gems and a steel box with 25 p.p. 
  There is also a musical tuning fork here. It is actually 
  one of Heward’s Fantastical Forks, in the key of F 
  (see appendix II for details).  
  146. COVERED PIT TRAP. Leads to a slide to Area #154 
  on Level 3: THE DUNGEONS. No damage, but it will 
  automatically close.   
  147. WORDS OF WISDOM. A permanent magic mouth is 
  here, saying “There once was a elf from Narwell, 
  and soon in a deep pit he fell. He tried to climb up 
  it, but then just said stuff it, and now his ghost lives in 
  the third hell.” 
  148. TRAPPED CORRIDOR. Large spikes are visible lining 
  the wall at the end of the corridor. If anyone walks 
  closer than 30’ from the end wall, the entire last 30’ 
  of corridor will swing down, spilling those in the front 
  rank to the bottom of the now-created pit trap. 3d6 
  plus save vs. paralyzation or 1d6 more.  
  149. EMPTY ROOM. Note the locked portcullis gate to the 
  west. Requires a bend bars check to open without 
  the key, which has long been lost.  
  150. FALSE DOOR TRAP. Attempting to break open the 
  apparently locked door (0% chance of picking) will 
  hurl the person attempting through the very light 
  wood onto a bed of spikes behind it for 1d6 
  damage 
  plus 
  whatever 
  strength 
  bonus 
  the 
  character would normally receive in combat.  
  151. FUNGUS CHAMBER. The walls of this large chamber 
  are lined with various sorts of fungus. 6 cave crickets 
  (5, 7, 8, 8, 8, 10 h.p.) are also here. Chirping will 
  draw monsters from #153. 
  152. SECRET ROOM. One large locked chest has 2,000 
  s.p. There is also a suit of human-sized plate mail.  
  153. MORE FUNGUS Both this chamber and the corridor 
  connecting it to #151 are covered with the same 
  sort 
  of 
  fungus 
  as 
  is 
  found 
  there. 
  2 
  megalocentipedes (14, 16 h.p.). 
  154. SLOPING PASSAGE. This hallway gradually slopes 
  down to Area #143 on Level 3: THE DUNGEONS. 
  Note that the slope is too subtle to be detected 
  under normal circumstances; dwarves, etc. have 
  their normal chance to detect.  
  155. BLOODY AXE ORCS (#155-159). More orcs of the 
  “Bloody Axe” tribe from Level 3: THE DUNGEONS are 
  here. Careful players, noting the geography, may 
  be clued into the sloping passage in #154, but 
  don’t give them any hints other than the insignia on 
  the orcs. 6 orcs (3, 3, 4, 5, 6, 6 h.p.) armed with axe 
  and spear. Each has 2d6 e.p. 
  156. 5 orcs (3, 4, 4, 4, 5 h.p.) armed with axe and 
  halberd. Each has 2d6 e.p. 
  157. ORC SERGEANT. (8 h.p.) armed with sword and flail. 
  He has 12 e.p.  
  158. SUPPLY ROOM. The orcs have stockpiled their 
  supplies, mostly foodstuffs and drink, here.  
  159. SECRET ROOM. The orc sergeant knows about this 
  room. There is nothing here at the moment, but the 
  sergeant could use it as a bolt-hole to escape 
  pursuit. It can be barred from the inside. He would 
  later emerge to report to the tribe on Level 3.  
  160. TROGLODYTES (#160 - #161. A group of troglodytes 
  has found their way here. 4 troglodytes (5, 7, 7, 8 
  h.p.) are unarmed. 
  161. 3 troglodytes (8, 9, 11 h.p.), unarmed.  
  162. LARGE CLOSET. 3 zombies (7, 8, 9 h.p.).  
  163. STAIRS TO LEVEL 3. These stairs lead to Area #163 on 
  Level 3: THE DUNGEONS.  
  164. UNLOCKED ROOM. The door to this room is ajar. 
  Giant lizard (14 h.p.). 
  165. EMPTY ROOM.  
  166. SMASHED BARRACKS. 20 beds are smashed and 
  ruined. A troll lives here now (34 h.p.). It has 4,000 
  c.p., 3,200 s.p., and 1,000 g.p in a large sack in 
  the corner of the room. It does not know of the 
  secret door.  
  167. SECRET ROOM. A scything blade will target anyone 
  walking down the short corridor from Area #166 
  (save vs. paralyzation or take 2-16 h.p. damage). 
  Five large empty and open chests are in the room, 
  each with a yellowed piece of parchment that 
  reads “I.O.U. one treasure of coins and jewels. 
  (Signed) Z.Y.” The third chest has a false bottom, 
  which if discovered has a pair of gauntlets of ogre 
  power and 3 pieces of incense of meditation. 
  168. SECRET ROOM. A pair of buzz saw blades will spring 
  down the short corridor to Area #167 (save vs. 
  paralyzation or take 2d6 points of damage, twice). 
  It is otherwise empty.   
  169. QUICKSAND ENTRANCE. Note the one-way door 
  leads only out of this room. The tunnel to the west 
  leads a quarter mile to a quicksand pit; clever (or 
  lucky!) explorers will find it at the bottom of the pit, 
  leading them here. There are 4 casks of rum here. 
  [DESIGNER’S NOTE: Joe Fischer’s article in The 
  Dragon #2 (August 1976), "Hints for D&D Judges - 
  Part 3 The Dungeons”, mentions an entrance to the 
  dungeons beneath the original Castle Greyhawk at 
  the bottom of a pit of quicksand. Gygax 
  subsequently denied online that such an entrance 
  existed, but it is included here as its existence has 
  entered into the popular lore surrounding the 
  dungeons.]   
  170. BROKEN STATUE. A life-sized statue of an ogre is in 
  the middle of this room, minus the right arm which 
  looks like it has been broken off at the shoulder. If 
  the arm is reattached, the statue will come to life 
  and serve the person who did so for 1d4 days, 
  wandering off thereafter. The ogre has 20 h.p. 
  171. SECRET CHAMBER. Greater skeleton (3 HD, 15 h.p., 
  turn as a ghoul, otherwise as a normal skeleton). 
  Small locked chest holds 75 g.p. 
  172. COBWEBBY ROOM. Filled with webs and ordinary-
  sized spiders. There is a lever on the north wall 
  which, when pulled up, locks the pit trap at #175 in 
  the closed position.  
  173. HAUNTED ROOM. A phantom dwells here, the spirit 
  of a magic-user who was struck down. (Save vs. 
  
  Castle of the Mad Archmage 
   
   
   
  12 
   
  spells at -2 or flee in fear as per the spell.) His body 
  is here as well, with a pouch of 4 gems and 35 
  g.p., a potion of speed, and a scroll of ray of 
  enfeeblement.  
  174. SECRET ROOM. 2 ghouls (15, 16 h.p.). There are two 
  large locked chests with 3,000 c.p. each and a 
  small locked chest (acid spray trap; sprays acid 
  when opened, 5’ range, save vs. breath weapon or 
  take 2d6 h.p. damage) with a scroll of protection 
  from petrification and another scroll with the 
  illusionist spell dispel illusion.  
  175. COVERED PIT TRAP. 20’ deep with spikes. 2d6 h.p. 
  damage, save vs. paralyzation or take another 
  1d6. Can be locked closed by the lever in Area 
  #172. 
  176. EMPTY ROOM. The door opens easily. A large pile of 
  dung in one corner. 
  177. GORICS (#177 - #179). A family of gorics has taken 
  up residence here. Four live in this room (1 HD; 6, 6, 
  7, 7 h.p.; see Appendix III: New Monsters for more 
  details) 
  armed 
  with 
  picks. 
  Each 
  has 
  1d4 
  gemstones, no more than 10 g.p. value each. The 
  gorics know of the secret door, but have 
  determined no gems are beyond it, so do not 
  consider it of any import.  
  178. 3 gorics (1 HD; 5, 5, 5 h.p.; see Appendix III: New 
  Monsters for details). Each is armed with an axe 
  and has 1d4 gemstones, maximum value 10 g.p. 
  each. 
  179. 4 gorics (1 HD; 3, 4, 4, 6 h.p.; see Appendix III: New 
  Monsters for details). Each is armed with sling and 
  shortsword and has 1d4 gemstones, maximum 
  value 10 g.p. each. 
  180. COVERED PIT TRAP. 20' deep, with spikes. 2D6 falling 
  damage plus 1d6 spikes unless you save vs. 
  paralyzation. 
  181. TREASURY. The walls of this room are covered with 
  murals of happy, jolly clowns doing various clownish 
  things; juggling, making balloon animals, hordes of 
  clowns emerging from a small covered wagon, 
  etc. There is a huge pile of coins; 7,000 c.p., 6,000 
  s.p., 1,300 g.p. There are three locked chests as 
  well. The first contains potions of invisibility, extra 
  healing, and heroism; a dagger +1/+3 vs. 
  lycanthropes, and a pouch with 6 gemstones. The 
  second contains a cloak of protection +2 and 200 
  p.p. The third contains a large scorpion (11 h.p.) 
  which will leap out and attack whoever opens the 
  chest. 
  182. WELL. This well goes from the secret passage in 
  Level 1: THE STORAGE ROOMS through Area #201 
  on Level 3: THE DUNGEONS and on to Level 3A: THE 
  BLACK RESERVOIR. It is otherwise inaccessible from 
  this level. 
  183. THE WIDE STAIRCASE. This is the middle landing of 
  the wide staircase that travels from Level 1: THE 
  STORAGE ROOMS through to Area #202 on Level 3: 
  THE DUNGEONS. Note that the staircase carries a 
  strong dweomer, making the teleportation effect 
  that it employs quite undetectable (the staircase 
  does not appear on each level where it “should”, if 
  it were an ordinary staircase dug into the earth). 
  184. STAIRCASE. This staircase connects Level 1: THE 
  STORAGE ROOMS with Area #1 on Level 3: THE 
  DUNGEONS. It is otherwise inaccessible from this 
  level.  
  
   
   
  Level Three: The Dungeons 
  13 
  Level Three: The Dungeons  
   
  The dungeons are thickly infested with monsters, tricks, 
  and traps. Three humanoid tribes—the “Grinning Skull” 
  orcs in the southeast portion of the level, the “Bloody Axe” 
  orcs in the central-west, and the “Flesh Render” 
  hobgoblins in the northeast all vie for control of the area. 
  Please note that these groups do not represent the 
  entirety of their tribes; far from it. They are merely 
  affiliated with the greater tribal groups at large in the 
  Flanaess. How and why they got into the dungeons is left 
  to the game master.  
   
  There are four maps for this level: Northeast, Southeast, 
  Southwest, and Northwest. 
   
  This level has direct access to levels 1, 2, 3A, 4, and 7. It 
  has direct access to the surface as well.  
   
  Table 3.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  5-15 (2d6+3) giant rats 
  2 
  Gelatinous cube 
  3 
  2d4 giant centipedes 
  4 
  Ochre jelly 
  5 
  Floating pearlescent bubble causes 3d6 (10' 
  radius) damage if touched; 1 in 6 has a gem. 1 
  in 6 glows as a torch. 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room  
  11 
  Pick monster from adjacent level (50% chance 
  it is a faction patrol from Level 4: THE LOWER 
  DUNGEONS on a raid to secure new warriors for 
  the Arena). 
  12 
  Dungeon Dressing (use table 3.2) 
   
  Table 3.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  ½” puddle of water 20’ wide/long. 
  2 
  Bones laid out on the floor spelling “DOOMED” 
  3 
  Sound of a flute being played off in the 
  distance 
  4 
  Strong smell of urine 
  5 
  Visible mist (dissipates in 1 round) 
  6 
  Rusted and twisted piece of iron gate 
  7 
  Chalk mark (red arrow, yellow square, etc.) 
  8 
  Pressure plate on floor makes an audible “click” 
  when stepped on. Does nothing. 
  9 
  Pipes run along ceiling for 15’, then disappear 
  into the stone. They are cool to the touch. 
  10 
  Broken axe handle 
  11 
  Pile of rotting rags 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  PORTCULLIS. Normally locked, needs bend bars/lift 
  gates check to open otherwise. The stairs beyond it 
  go to Level 1: THE STORAGE ROOMS via Area #184 
  on Level 2: THE DEEP CELLARS. The hobgoblin 
  captain in Area #7 holds the key to the portcullis. 
  2. 
  HOBGOBLIN LAIR (#2 - #12, #27 - #28). The “Flesh 
  Render” hobgoblin tribe resides here, and is slowly 
  expanding their influence. This very large room is a 
  “common room” and used for eating, recreation, 
  etc. It is also well-guarded. 5 soldiers are here at all 
  times (5, 6, 6, 7, 7 h.p.), armed with sword and 
  composite bow. Each has 2-8 g.p. Other soldiers, 
  females, and young from #5 - #10 may be here 
  as well. A pair of carnivorous apes (22, 24 h.p.) is 
  kept here as well, as shock troops, usually in the 
  southwest corner. 
  3. 
  SECRET ROOM. The hobgoblins use this room to 
  store their weapons. There are 12 morning stars, 6 
  composite bows and 200 arrows, 10 each 
  halberds, awl pikes, ranseurs, and glaive-guisarmes, 
  22 spears, and 20 swords.  
  4. 
  PRISON. If the hobgoblins take prisoners, they will be 
  kept here until dealt with. There are four sets of 
  shackles set into the walls. A (cold) brazier with irons 
  and tongs (for torture) is here as well.  
  5. 
  MAIN BARRACKS. Twenty soldiers are barracked 
  here (4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 
  7, 7 h.p.) half armed with halberd, half armed with 
  awl pike. Each has 2-8 g.p. The three secret doors 
  to the south are such that anyone finding one by 
  searching has a 100% chance of finding the other 
  two, but the game master should roll to hide that 
  fact from the PCs. Room A contains 4,000 c.p. and 
  2,000 s.p. in a total of 60 sacks. Room B contains a 
  dart trap; 12 darts will launch themselves in a cone 
  30’ wide at the opposite wall. Anyone in the cone 
  could be hit (roll as if a 3rd level fighter were 
  attacking). Room C contains 1,000 g.p. in 10 
  sacks. A small wooden box contains 4 gems 
  (minimum base 100 g.p. value). Anyone entering 
  the room will set off a guillotine blade at the 
  doorway; save vs. petrification or take 3d10 h.p. 
  damage.   
  6. 
  HOBGOBLIN FEMALES. 10 female hobgoblins are 
  here as well as 14 young. If anyone attacks #5, 
  they will spread the alarm through the three doors. 
  7. 
  HOBGOBLIN CAPTAIN. The leader of this “Flesh 
  Render” group lives here with his mate and 2 
  young. Kivdart has AC 3, 3 HD, 16 h.p., and does 
  +2 damage due to strength. He wields a sword 
  and morning star, and has 25 g.p. on his person. 
  He has a small chest with potions of speed, 
  strength, and extra healing which he will not 
  hesitate to use in combat. He has the key to the 
  portcullis in Area #1.  
  8. 
  SECRET 
  ROOM. 
  The 
  hobgoblins 
  have 
  not 
  discovered this secret chamber. A suit of animated 
  
  Castle of the Mad Archmage 
   
   
   
  14 
   
  armor (3 HD) is here (see APPENDIX III: New 
  Monsters) which will attack anyone who enters. 
  There is a wardrobe here which contains a locked 
  chest with 2,000 e.p. and a cloak of protection +2. 
  A drawer at the bottom of the wardrobe contains 
  one of Heward’s Fantastical Forks, in the key of A 
  (see APPENDIX II: New Magic Items).  
  9. 
  CORPORALS. 
  Three 
  hobgoblin 
  corporals 
  are 
  quartered here (9, 9, 9 h.p.), armed with sword and 
  morning star. Each has 8 g.p.  
  10. 
  STORES. The hobgoblins keep their stores of food 
  and drink here. Sacks of meal, casks of wine, salted 
  meat, etc. 
  11. 
  HOBGOBLIN SENTRIES. Six hobgoblins of the “Flesh 
  Render” tribe are here at any given time (5, 5, 6, 6, 
  7, 8 h.p.), armed with sword and composite bow. 
  Each has 2-8 g.p.  
  12. 
  HOBGOBLIN 
  OUTPOST. 
  The 
  “Flesh 
  Render” 
  hobgoblins have a garrison here, consisting of 7 
  warriors (3, 4, 4, 4, 5, 5, 6 h.p.), armed with 
  halberds. This is considered a “punishment duty”, 
  none have any wealth.  
  13. 
  EMPTY ROOM.  
  14. 
  FIRETOADS. A pair of firetoads (17, 18 h.p.) dwells 
  here. The door to #15 is ajar. 
  15. 
  TREASURE PILE. A large mixed pile of coins is here; 
  5,000 c.p. and 3,000 s.p.  
  16. 
  TRAPPED! Once the PCs enter this room, the door 
  (steel on the inside) will close. There is a wooden 
  table and a saw. No sort of magical movement 
  (teleportation, etc.) will function within the room, 
  which is pretty well inescapable. The solution; cut 
  the table in two, then put the pieces together. 
  Once done, they will form a portable hole, allowing 
  the PCs to escape through most walls (they make 
  the table “whole”). The table/hole won’t function 
  more than 5’ from the room.  
  17. 
  IMPROMPTU TOMB. Three unfortunates have been 
  turned into undead after perishing here. 3 
  huecuvas (8, 9, 11 h.p.) are here. Room A holds 
  their treasure; 2 large locked chests with 3,000 c.p. 
  and 500 e.p., respectively.  
  18. 
  PORTCULLIS TRAP. Anyone stepping within 5’ of the 
  easternmost wall will cause a portcullis to fall. The 
  loud crashing sound is 50% certain to bring a 
  wandering monster.  
  19. 
  PIVOT TRAP. The end of the corridor is studded with 
  spikes. Once the last 20’ of the corridor is entered, 
  the entire section swings down and victims are 
  essentially in a 20’ pit trap. Take 2d6 h.p. damage 
  plus save vs. paralyzation or take an additional 
  1d6. 
  20. 
  BOMBARDIER BEETLES. 4 bombardier beetles (20, 
  21, 21, 23 h.p.) dwell here. They have collected a 
  fair sized pile of wooden furnishings, now broken 
  and rotting, from elsewhere in the dungeon. Amidst 
  the debris is a crossbow of accuracy +3. 
  21. 
  FALSE DOOR TRAP. Covered pit trap in front of a 
  false door. 20’ deep with spikes (2d6 damage plus 
  save vs. paralyzation or take 1d6 more).  
  22. 
  OUT-OF-THE-WAY ROOM. Three ghouls (10, 11, 12 
  h.p.) guard a chest with 1,000 g.p. and an an 
  oddly shaped piece of wood, which radiates 
  magic if detected for. It is approximately 2' on a 
  side; one side is straight, the other three convoluted 
  like a jigsaw puzzle piece. This is, in fact, a part of a 
  Puzzle Door to be found on Level 5: THE DEEPS (see 
  APPENDIX II: New Magic Items, for details).  
  23. 
  STAIRCASE. This narrow stair leads to Level 3A: THE 
  BLACK RESERVOIR. [DESIGNER’S NOTE: This sub-level 
  was described by Gary Gygax in a magazine 
  article entitled “The Expedition Into the Black 
  Reservoir”, 
  published 
  in 
  El 
  Conquistador 
  [a 
  Diplomacy fanzine], Viking Systems, September 
  1975, and subsequently reprinted on line.]  
  24. 
  MECHANICAL ROOM. Large copper pipes run from 
  the ceiling to the floor here, snaking along the 
  walls, etc. All are hot to the touch. Three have large 
  wheels attached, four have smaller wheels. Turning 
  the wheels has a 30% chance of causing either 
  1d6 (small wheel) or 2d6 (large wheel) steam 
  damage. 
  25. 
  COMFORTABLE ROOM. This well-appointed room is 
  usually locked. There are two beds, a writing desk, 
  wardrobe, etc. A handsome man (“Frederick”) and 
  beautiful 
  woman 
  (“Jasmine”) 
  dwell 
  here. 
  If 
  questioned, they will claim to be scholars, here to 
  find some of the secrets of the place. In reality they 
  are jackalweres (20, 17 h.p.) who will attempt to lull 
  explorers into a false sense of security before 
  splitting them up and devouring them. They could 
  well attempt to join a party. A large locked chest, 
  containing 3,000 s.p. and 1,500 e.p, is hidden 
  behind a false panel in the west wall. The writing 
  desk has a hidden compartment with a scroll of 
  protection from daemons (functions as a scroll of 
  protection from demons, but against daemons) 
  and a map which shows a secret entrance from 
  the sewers into the basements of the Thieves Guild 
  in the nearby city. If sold, it could be worth 500 g.p. 
  to the right person.  
  26. 
  STEPS. PCs may think they’re going to another level.  
  27. 
  HOBGOBLIN SHRINE. The hobgoblins have put 
  together a makeshift shrine to their grim deity. A 2’ 
  statue is on a pedestal here, and the room is lit by 
  scores of candles. Horrible incense is burned here 
  as a matter of course. 20% chance the shaman 
  from #28 will be here.  
  28. 
  HOBGOBLIN SHAMAN. Jermakka is a 4th level 
  shaman (16 h.p.; AC 5; fight as 4 HD monster; has 
  memorized darkness, cause fear, sanctuary, hold 
  person, silence 15’ radius). He wields a morning star 
  +1 which is the envy of the captain. A hidden 
  chest has 100 p.p.  
  29. 
  CARNIVOROUS APES. Three carnivorous apes (20, 
  21, 24 h.p.) are kept here by the hobgoblins.  
  30. 
  OPEN PIT TRAP. 10’ deep. 1d6 h.p. damage.  
  31. 
  SCORPIONS. Six large scorpions (9, 10, 10, 11, 11, 
  14 h.p.) dwell here. A pair of long-dead dwarf 
  corpses have a total of 2,000 g.p. and 4 pieces of 
  jewelry.  
  32. 
  SLIDE BOTTOM. Those falling through the trapdoor in 
  Area #158 end up here. Note the panel in the wall 
  is one-way, opening only from the slide. Two long-
  
   
   
  Level Three: The Dungeons 
  15 
  dead dwarf skeletons are here, stripped of 
  valuables.  
  33. 
  SUBTLE SLOPE. Dwarves, etc. can roll to detect the 
  slope; it is undetectable to normal observation 
  otherwise.  
  34. 
  MINOTAURS. A pair of minotaurs (27, 34 h.p.) often 
  hunts prey in the maze-like corridors around this 
  room. They have amassed 8,000 c.p. and 3,000 
  s.p. as well as a small pouch with 4 gems.  
  35. 
  MOSSY ROOM. The west wall bears large metal 
  pipes, warm to the touch, which travel along part 
  of the ceiling. They drip warm water onto the floor. 
  The pipes and most of the other walls and ceiling 
  are covered in damp soggy moss. It is harmless, 
  but won’t burn.  
  36. 
  BATTLEFIELD. Evidence of a rather large battle 
  having recently taken place here; broken weapons, 
  blood, etc.  
  37. 
  ABANDONED 
  BARRACKS. 
  There 
  used 
  to 
  be 
  accommodations for up to a dozen here, but now 
  it is abandoned. Beds are overturned, etc.  
  38. 
  EMPTY ROOM. Signs that there used to be boxes, 
  crates, etc. here.  
  39. 
  ABANDONED OUTPOST. Some sort of humanoid 
  presence was here not too long ago, but they 
  have abandoned the place. Now home to a pair 
  of carrion crawlers (13, 14 h.p.).  
  40. 
  ORC SENTRIES. A permanent patrol from the 
  “Grinning Skull” orcs is here to control movement up 
  and down the stairs, which lead to Area #66 on 
  Level 2: THE DEEP CELLARS. 8 orc soldiers (3, 3, 4, 5, 
  5, 5, 6, 6 h.p.; armed with axe & bow) have 2d6 
  e.p. each. A sergeant (8 h.p.) has flail and sword, 
  12 e.p. He will run to warn the tribe of strong 
  intruders. The sentries are relieved every six hours. 
  The “Flesh Render” hobgoblins have overwhelmed 
  the sentries in the past, and may do so again. They 
  are on their guard.  
  41. 
  EMPTY ROOM. Scrawled on the south wall; “I’d walk 
  a league for an opinicus!” 
  42. 
  SPIDER. A huge trapdoor spider (10 h.p.) lurks in a 
  hidden crevasse in the north wall.  
  43. 
  SIX TARRASQUES. There are six tarrasques in this 
  room. Sculptures of them, at any rate, each about 
  2’ long and on pedestals of varying sizes. Each 
  pedestal bears a Roman numeral I – VI. The 
  statuettes radiate magic dimly if detected for. They 
  are harmless, but play up the PCs paranoia.  
  Number IV has a gem inside of 100 g.p. value if 
  smashed open.  
  44. 
  SKELETAL SCULPTOR. A skeleton (4 h.p.) is chipping 
  away at a large block of marble, which is an 
  unidentifiable shape. He never seems to actually 
  remove any stone, if carefully observed (and 
  makes no noise, as a consequence).  
  45. 
  CENTIPEDES. Four megalocentipedes (12, 14, 16, 
  16 h.p.) nest here. The floor is covered with debris; 
  cloth bolts, empty sacks, garbage, etc.  
  46. 
  OIL TRAP. Anyone passing this location will be 
  doused with oil from above, followed by a flurry of 
  burning embers. Will affect a 10’ square area. 2d6 
  fire damage on the first round, 1d6 the second. 
  Save vs. petrification for half damage.  
  47. 
  OGRE. A very large ogre (30 h.p.) dwells here. He is 
  on very good terms with the “Grinning Skull” orcs 
  and will fight alongside them if called upon. He has 
  a sack containing 70 g.p. 
  48. 
  ORC SENTRIES. An outpost of 4 “Grinning Skull” orcs 
  (5, 5, 6, 7 h.p.) is here. Each is armed with axe and 
  bow, and has 2d6 e.p. They will attempt to warn 
  the others of any intruders, and are on guard (half 
  chance of surprise).  
  49. 
  GRINNING SKULL ORCS. This room functions as a 
  “common room” for the “Grinning Skull” orc tribe. All 
  of the orcs will know how to prevent the pit trap just 
  inside the door from activating; there is a secret 
  switch by the door. Otherwise the 20’ deep 
  concealed pit trap will open up under intruders 
  (2d6 damage) and a portcullis will open up to #51. 
  There will be 3d4 orcs in this room at any given 
  time, eating, drinking, and gambling. Ten females 
  and 12 young dwell here as well.  
  50. 
  STAIRS. The party might think they’re going down a 
  level, or a half-level if they stop to measure the 
  steps.  
  51. 
  WARTHOG. Once the gate to the pit in #49 is 
  opened (see above) a warthog (14 h.p.) will 
  charge in and attack anything in the pit. 
  52. 
  SENTRIES. Four “Grinning Skull” orcs are here (4, 4, 5, 
  5 h.p.), armed with short bow and axe. They know 
  about the false level-down effect.  
  53. 
  SUBTLE SLOPE. Dwarves, etc. can roll to detect the 
  slope; it is undetectable to normal observation 
  otherwise.  
  54. 
  GRINNING SKULL ORC BARRACKS (#54 - #58). There 
  is a 20% chance per round that there will be traffic 
  in the corridor; orcs moving from room to room. 
  Such will sound the alarm if intruders are seen. Note 
  that each room has a squad which is well-drilled 
  and will work as a team, as well as acting in 
  concert with the other squads. 10 orcs (2, 2, 2, 3, 3, 
  4, 5, 5, 6, 6; armed with halberds, and one 
  corporal (8 h.p.) armed with sword and axe. Each 
  has 2d6 e.p.  
  55. 
  ORC BARRACKS. 10 orcs (3, 3, 3, 4, 4, 4, 5, 5, 5, 6 
  h.p.) armed with axe and spear, one corporal (8 
  h.p.) armed with sword and axe. Each has 2d6 e.p. 
  56. 
  ORC BARRACKS. 7 orcs (2, 3, 4, 5, 5, 5, 5 h.p.) 
  armed with axe and crossbow, plus one corporal (8 
  h.p.) armed with sword and crossbow. Each has 
  2d8 e.p. 
  57. 
  ORC BARRACKS. 8 orcs (2, 2, 3, 4, 5, 6, 6, 6 h.p.) 
  armed with glaives, plus one corporal (8 h.p.) 
  armed with sword and axe. Each has 2d6 e.p. 
  58. 
  ORC BARRACKS. 7 orcs (2, 2, 2, 3, 4, 5, 6 h.p.) 
  armed with spears, plus one corporal (8 h.p.) 
  armed with sword and flail. Each has 2d6 e.p. 
  59. 
  ORC CAPTAIN. The leader of the “Grinning Skull” orcs 
  has his dwelling here. Gronash (14 h.p., 2 HD, AC 4) 
  and his mate and three children.  
  60. 
  STORES. Gronash has kept most of the stores of ale 
  and wine here, as a measure of control over the 
  rest of the orcs under his command. There are 5 
  
  Castle of the Mad Archmage 
   
   
   
  16 
   
  huge casks of ale and 12 medium casks of wine 
  here. Hidden behind one is a small chest with 50 
  p.p. 
  61. 
  STAIRS TO LEVEL 1. This staircase leads to Level 1: 
  THE STORAGE ROOMS via Area #56 on Level 2: THE 
  DEEP CELLARS. 
  62. 
  BAS RELIEF. The south wall of this room is covered 
  with a bas relief scene of a group of horsemen and 
  hounds hunting a unicorn through a forest.  
  63. 
  BATH. The floor, walls, and ceiling of this room are 
  tiled. Several drains are on the floor. Four large 
  bathtubs are half-sunken in the floor, and a large 
  copper vessel rests above a fire-pit (to provide hot 
  water). It is all quite dry at this point. Two large 
  solifugids have taken up residence (17, 19 h.p.) 
  and 4 gems are hidden in the copper water-
  heater.  
  64. 
  CHICKENS. Six ordinary chickens are here, on the 
  straw-covered floor. Three of the nests have eggs. 
  65. 
  EMPTY ROOM. Scratches on the east wall, along the 
  bottom (like claw-marks).  
  66. 
  ABANDONED CHAMBER. Six cots are here, along 
  with two tables and six chairs. Evidence of 
  habitation within the last week or so.  
  67. 
  COVERED PIT TRAP. 20’ deep (2d6 h.p. damage) 
  and there is green slime at the bottom.  
  68. 
  EMPTY ROOM. Rusty chains set into south wall. 
  69. 
  EVIL CONJURER. Pengo, an evil magic-user, has 
  taken up residence here (MU 3; 10 h.p., AC 7 
  (bracers of defense AC 7); neutral evil alignment; 
  spells memorized: charm person, shield, web)). He 
  has 350 g.p. in a chest under the bed. He has two 
  fighter bodyguards (F2; 10, 12 h.p.; AC 5 
  (chainmail); neutral evil alignment) armed with 
  longswords and short bows. Pengo’s spell book is 
  hidden in Area #73.  
  70. 
  CONJURING ROOM. A large magic circle is 
  inscribed in the floor of this room, made of silver, 
  set into the stone (the metal value is 75 g.p.). Any 
  conjuration/summoning spell cast within the circle 
  will have maximum effect.  
  71. 
  RATS. A colony of 25 giant rats is here, in and 
  amongst a large pile of rags and cloth (all have 2 
  h.p.). 2,200 c.p. and 700 s.p. are scattered in the 
  filth.  
  72. 
  TELEPORTER ROOM. Once the PCs enter, they will be 
  teleported to #193, without detection. Only works 
  once per hour, either way.  
  73. 
  STORES. A number of broken and bashed crates 
  and barrels are here. In a secret niche under a 
  flagstone is Pengo’s spell book (see #69); read 
  magic, charm person, shield, read languages, 
  identify, web.  
  74. 
  NORKERS. A small band of norkers has found their 
  way here somehow. Six dwell here (6, 6, 7, 7, 7, 8 
  h.p.), armed with clubs.  
  75. 
  NORKERS. More norkers are here; ten in this room 
  (6, 6, 6, 7, 7, 7, 8, 8, 10, 10 h.p.), armed with clubs. 
  There have a horde of 5,000 c.p. here as well. 
  76. 
  NORKERS. Four more norkers are here (7, 7, 7, 8 
  h.p.) armed with clubs.  
  77. 
  MANNEQUIN 
  STORAGE. 
  Over 
  a 
  hundred 
  mannequins, most of which are in various states of 
  disassembly, are here, standing up, hanging from 
  the ceiling, etc. A table with various mannequin 
  parts on it is here as well, as if someone were trying 
  to fit them together and they didn’t quite fit.  
  78. 
  STAIRS TO LEVEL 1. This staircase leads to Level 1: 
  THE STORAGE ROOMS.  
  79. 
  ANTI-GRAVITY PIT. There is a 10’ deep shaft above 
  the floor of the corridor here. Anyone stepping 
  under it will be immediately be propelled up into 
  the “pit”, taking 2d6 h.p. damage. Only things 100 
  lbs. or heavier will be so propelled (so ropes or 10’ 
  poles won’t trigger, etc.). If a second person steps 
  under the shaft, the effect will turn off, and the initial 
  victim will fall back down for 2d6 h.p. further 
  damage (unless steps were taken beforehand to 
  catch him or her with an outstretched cloak, etc.).  
  80. 
  MAGIC MOUTH. A permanent magic mouth is here, 
  and will say the following: “A chicken bone, an ivory 
  throne, an orc’s thumb, a princely sum. A stirge’s 
  wing, a golden ring, a dragon’s tooth, you’ll know 
  forsooth!” 
  81. 
  TIP THE BAND. Five skeletons (5, 5, 6, 7, 8 h.p.) are 
  here on a small wooden platform in the middle of 
  the room. If anyone enters, they will begin playing 
  their instruments (lute, drum, recorder, harp, lyre). At 
  the end of the song (4 rounds), one of the 
  musicians will hold out a hat. If a coin is placed 
  within it, they will sit down and wait for the next 
  people to enter. If not, they will attack. Their 
  instruments will fall to junk if removed from the 
  room. The cup has 8 i.p., 3 c.p., and a s.p. in it.  
  82. 
  EMPTY ROOM. Paintings of flowers, trees, and idyllic 
  woodland scenes cover the walls. The floor is 
  painted as if it were grass, with painted stones 
  going from one door to the other. The ceiling is 
  painted with sky and clouds.  
  83. 
  THE BIG TRAMP. A verbeeg named Tramp dwells 
  here (30 h.p., 18/80 strength (+4 damage bonus, 
  +4” throwing range), AC 3 (large piece of door as 
  a shield)). He has a large sack with 10 s.p., 11 e.p., 
  and 25 g.p.  
  84. 
  TELEPORTER. A one-way undetectable teleporter to 
  #112. 
  85. 
  SECRET ROOM. If the door is opened, a spiked ball 
  will swing through the doorway, causing 3d6 h.p. 
  damage unless a save vs. paralyzation is made. A 
  large locked chest contains 8,000 s.p. 
  86. 
  GHOULS. Two ghouls dwell here (10, 10 h.p.). 2 
  scrolls: the first has the druid spells summon insects 
  and cure disease, the second has the illusionist 
  spells dispel illusion and spectral force.  
  87. 
  LABORATORY. 2d4 gnolls from #90 will be here at 
  any given time. The grossly fat and evil, yet cunning 
  and charismatic, dwarf Obmi (F/T 9/11; 79 h.p.; S: 
  18/94, I: 18, W: 18, D: 16, Co: 17, Ch: 16 (18 to 
  other dwarves); chaotic evil alignment; chainmail 
  +2, shield +2, axe +1, hammer +3 dwarven 
  thrower, gauntlets of ogre power, ring of invisibility, , 
  ring of regeneration, boots of speed) has set up 
  shop here, trying to puzzle out some of the 
  
   
   
  Level Three: The Dungeons 
  17 
  mysteries of the place. One he has mastered is the 
  repulsion ray projector, a baroque-looking device 
  on wheels which is cumbersome but always 
  pointed towards the door in the middle of the east 
  wall. When activated (and Obmi will do this as soon 
  as possible if the room is violated) it will emit a 
  beam 20’ wide by 90’ long which will cause 
  anyone failing a save vs. spells to walk backwards 
  without realizing it, combined with an illusion that 
  they are actually moving forward). The projector 
  can be spun around on its base almost instantly, so 
  flanking is not an invincible option. Note that the 
  projector is fairly fragile; area-effect spells are 
  almost certain to damage it beyond the PCs ability 
  to repair. If pressed, Obmi will flee with the aid of his 
  magical boots (through the secret door, if 
  needed), sacrificing his gnoll servants in a trice. The 
  room is otherwise filled with tables of alchemical 
  nature, bizarre mechanical devices of unknown 
  (and currently-non-operational) function, and so 
  forth.  [DESIGNER’S NOTE: Obmi is, of course, a well-
  known 
  figure 
  from 
  the 
  original 
  Greyhawk 
  campaign. He is intensely clever and wicked, and 
  has been known to serve the fire giant king Snurre 
  Ironbelly as well as Iuz, Iggwilv the Witch-Queen, 
  and Zuggtmoy. At times he has been known to be 
  in the company of others such as the insane and 
  evil elf Kleek, but at the moment he is freelancing. 
  Feel free to turn Obmi into a recurring villain; that’s 
  what happened in Gygax’s original campaign, and 
  he is certainly a worthy foe. He first appeared in 
  published form in module G3 Hall of the Fire Giant 
  King, but was a prominent foeman in the Gord the 
  Rogue books as well.] 
  88. 
  OBMI’S QUARTERS. Spartanly appointed; mostly 
  given to notes on his researches, written in dwarvish. 
  A false bottom in a clothes chest has 10 gems and 
  a pouch with 75 p.p., which he will grab if there is 
  time, but won’t hesitate to abandon if it means he 
  can escape powerful attackers.  
  89. 
  SECRET ROOM. As he has found things of genuine 
  interest, Obmi has been stashing them here. Here 
  he has stockpiled a chest with 1,650 g.p.; another 
  with 2,500 e.p.; 52 bags each holding 250 c.p.; a 
  wooden box containing 20 gems and 3 pieces of 
  jewelry; 5 ingots of mithril worth 500 g.p. each, 
  potions of levitation, healing, hill giant control, and 
  plant control; and a brazier of commanding fire 
  elementals.  
  90. 
  GNOLL BARRACKS. 12 gnolls fiercely loyal to Obmi 
  (see Area #87) are here (5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 
  8, 9 h.p.; armed with longbow and halberd. Each 
  has 10 e.p. and 6 g.p. Stores of food and drink are 
  here as well.  
  91. 
  GIBBERING GHOUL. A ghoul is here (14 h.p.), but in 
  combat it will also begin a gibbering laugh at the 
  top of its lungs (double chance for wandering 
  monsters) which can cause fear as per the fourth-
  level magic-user spell.  
  92. 
  SKELETONS. Ten animated skeletons (3, 3, 3, 4, 4, 4, 
  5, 5, 5, 7 h.p.) will attack anyone opening the door.  
  93. 
  GUARD DOGS. Four undead animal skeletons are 
  here (3, 3, 4, 5 h.p.). They will attack anyone 
  opening the door. The largest has a leather collar 
  with semi-precious stones worth 25 g.p.  
  94. 
  BURNING BARRELS. Anyone opening this room will let 
  loose three burning barrels into the corridor. They 
  strike as 4 HD creatures, doing 1d8 points of 
  crushing damage plus 1d4 points of fire damage if 
  applicable. There are a total of 36 barrels.  
  95. 
  TRIO OF CORPSES. A giant tick (4 HD, 20 h.p.) will 
  drop on the second person entering the room. 
  Three desiccated corpses are in the room; one has 
  a pouch with 3 gems and another has a dagger 
  +1.   
  96. 
  DUERGAR OUTPOST (#96 - #98). A group of duergar 
  from deeper within the depths of the dungeon. Six 
  warriors are here (6, 7, 7, 8, 9, 10 h.p.) armed with 
  military pick, hammer and spear; they carry 2d4 
  g.p. and 1d4 gems each. Their corporal is here (2 
  HD; 15 h.p.) armed with military pick, light 
  crossbow, and carries 8 g.p. and 1d4 gems. 
  97. 
  DUERGAR. Five more duergar are here (6, 6, 7, 7, 9 
  h.p.) armed with military pick, hammer, and spear; 
  carrying 2d4 g.p. and 1d4 gems each.  
  98. 
  DUERGAR CAPTAIN. The captain of the outpost is 
  here (3 HD; 19 h.p.; AC 2 (plate & shield)), armed 
  with hammer and short sword. He carries 16 g.p. 
  and 4 gems. 
  99. 
  EMPTY ROOM.  
  100. BLOCK TRAP. A huge ceiling stone will crush anyone 
  stepping here. Save vs. paralyzation or take 5d6 
  h.p. damage in the first round (save means you 
  jumped back in time). On each subsequent round, 
  take additional 3d6 h.p. damage unless someone 
  makes a successful bend bars/lift gates roll to lift the 
  block.  
  101. SECRET ROOM. Four greater skeletons (3 HD; 14, 15, 
  15, 18 h.p.; turn as a ghoul; otherwise as a normal 
  skeleton) will attack anyone entering the room. 
  Each is wearing a golden gorget encrusted with 
  jewels, worth 150 g.p. They guard a large wooden 
  sarcophagus decorated in Baklunish style. Inside 
  there is a desiccated mummy (inanimate, but 
  touching it requires a save vs. poison or contract a 
  rotting disease identical to that of a mummy. The 
  mummy is wearing a large golden necklace worth 
  500 g.p. and is wearing boots of elvenkind (a cure 
  disease spell must be cast upon them before 
  wearing, or the wearer will contract the rotting 
  disease as noted above).  
  102. EMPTY ROOM. Evidence of a recent battle; 
  scattered bones, a cloven shield, etc.  
  103. PASTORAL ROOM. The walls of this room are 
  covered with idyllic scenes of country life. If careful 
  study of the paintings is made, it will be noted that 
  the figures and animals have moved the next time 
  the room is entered.  
  104. EMPTY ROOM. Rat droppings, holes along the base 
  of the walls.  
  105. GIANT RATS. A nest of 20 giant rats (2 h.p. each). 
  Holes are along the walls, allowing the rats to travel 
  
  Castle of the Mad Archmage 
   
   
   
  18 
   
  throughout the place. A backpack holds 75 g.p. 
  and a potion of gaseous form.  
  106. SPIRAL STAIRS. These stairs go down to Area #60 on 
  Level 4: THE LOWER DUNGEONS.  
  107. WAITING ROOM. Once-fine leather benches line the 
  walls of the room. They are now torn and ruined.  
  108. NURSE. A succubus (26 h.p.) is here in a skimpy 
  nurse’s uniform behind a desk. She will ask if the PCs 
  have an appointment, and after a lot of hassle, 
  tells them “the doctor will see them now”. 
  109. DEMONIC DENTIST. A rutterkin (28 h.p) is here in a 
  filthy surgeons’ smock, with a chair (with restraints), 
  and various nasty and rusty implements. “Doctor 
  Divnoron” will use special canisters of sleeping gas 
  (save vs. breath weapon or sleep per the spell) and 
  then get victims into the chair for “surgery” 
  (eventually ending in horrible death, of course). He 
  is immune to the gas (as is his nurse) and should be 
  played for creeps.  
  110. DENTIST’S OFFICE. A desk has 100 e.p., 50 g.p., and 
  1,000 s.p. Hidden in a false bottom of one drawer 
  are 4 gems.  
  111. MEAD HALL. Two rows of tables with benches line 
  the long walls of this room with long fire-pits 
  between them. Fifty drunken berserkers are here (5 
  h.p. each) with 3d6 sp each. There are also a F1 
  (h.p. 9), a F2 (h.p. 14), a F3 (h.p. 20), a F4 (h.p. 
  25), and the leader of the band, Karl Uggland 
  Fenrarson (F5, 40 h.p.). They are served mead from 
  an enormous vat and roast pork from a never-
  diminishing magic boar in the northern part of the 
  room by 8 shield-maidens (F1, 4 h.p. each). PCs 
  will initially be met with suspicion, but if they act 
  boldly will be invited to share the never-ending 
  feast. Opportunities for offending one or more of 
  the berserkers will soon manifest themselves, and 
  duels of honor will of course ensue. Leaving the 
  feast once the invitation has been accepted will 
  be more cause for offense; “Wassamatter, pasty 
  one? You don’ like me any more?” Flirty shield-
  maidens can also instigate offense. The inhabitants 
  are magically prevented from needing sleep, etc. 
  and will continue on their feast ad infinitum.  
  112. TELEPORTER. The teleporter from #84 ends up here. 
  It does not work the other way.  
  113. REVERSE-O-ROOM. Anyone entering this room will 
  be magically teleported so as to be facing in the 
  opposite direction. Thus, people walking through 
  east to west will in actuality be leaving through the 
  east doorway, and vice versa. It is otherwise empty.  
  114. LURKER ABOVE. A lurker above will attack anything 
  entering this room (surprise on 1-4). It has 50 h.p. 
  115. SPIRAL STAIRS. These stairs go up to #112 on Level 
  2: THE STOREROOMS.  
  116. OBSERVATION ROOM. This room can only be 
  accessed from the level beneath. Note that the 
  secret door to the northeast is one-way. The spiral 
  staircase in the middle of this room leads to Area 
  #55 on Level 4: THE DEEP DUNGEONS. There are 8 
  large panels affixed to each wall, in front of each 
  of which are a wheel and two levers. Currently, all 
  but one of these are inoperative; only one of them 
  still works, it is stuck on an image of the room 
  immediately beneath this one, which it displays in 
  real-time. Anyone moving the levers is 15% likely to 
  get an electric shock for 1d6 h.p. of damage, and 
  5% likely to have it come off in his hand. There is a 
  seat before each set of controls, next to which is a 
  flower-shaped metal projection. If it is spoken into, 
  the voice will be carried to the corresponding 
  projection in Area #55 on Level 4: THE DEEP 
  DUNGEONS.  
  117. BLOODY AXE ORCS (#117 - #120, #139 - #142). 
  13 orcs of the “Bloody Axe” tribe are quartered here 
  (3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7), armed with axe 
  & spear and each with 2d6 e.p. There is also a 
  sergeant (8 h.p.) with longsword and axe, with 12 
  e.p.  
  118. COMMON ROOM. This room serves as a common 
  room for the “Bloody Axe” orcs. 3d4 orc warriors 
  and 1d6 females from the surrounding rooms will 
  be here at any given time, eating, relaxing, 
  gambling, etc. On the west wall are four brass 
  levers, all in the “down” position. These can lock the 
  covered pit traps at #144 - #148 if moved up, and 
  the orcs take advantage of this to control access 
  through the area. A bell above each lever will ring if 
  the pit trap is triggered, and the orcs will investigate.  
  119. SPIRAL STAIRS. These stairs go down to Area #53 on 
  Level 4: THE LOWER DUNGEONS. The “Bloody Axe” 
  orcs always maintain a garrison of 4 soldiers here 
  (5, 5, 6, 6 h.p.) armed with spears. Each has 2d6 
  e.p. 
  120. BARRACKS. Ten orcs of the “Bloody Axe” tribe are 
  quartered here (3, 3, 4, 4, 5, 5, 6, 6, 6, 7 h.p.), 
  armed with glaive-guisarmes and each carrying 
  2d6 e.p. Their sergeant (8 h.p.) has a battleaxe 
  and 8 e.p.  
  121. SLIGHTLY NARROW WALL. A stunjelly (17 h.p.) has 
  fixed itself here on the northern part of the wall. It 
  has within it 35 g.p. and 5 p.p. 
  122. EMPTY ROOM. A number of rusted springs, coils, 
  and pieces of wire.  
  123. SCULPTURES. Three statues are here; a female elf, a 
  halfling, and an orc. The halfling is actually a mimic 
  (7 HD, 30 h.p.).  
  124. GIANT FLIES. Three giant bluebottle flies (12, 13, 15 
  h.p.) inhabit this room.  
  125. COLD ROOM. This room is light by a continual light 
  spell, and is covered with white tile on ceiling, walls, 
  and floor. The temperature here is a magically 
  maintained 35º Fahrenheit.  
  126. CISTERN ENTRANCE. The passage to the west goes 
  for approximately half a mile before ending at the 
  bottom of an old abandoned cistern outside the 
  dungeons.  
  127. GHOULS. 2 ghouls (10, 11 h.p.) listen for anyone 
  emerging from #126. They will surprise on a 1-3 on 
  a d6. Each is wearing a piece of fine jewelry and 
  there is a chest with 800 s.p. in the room.  
  128. BUST. The only feature of this room is a bust of an 
  older man with wild hair jutting from the sides of his 
  head, atop a pedestal. When the room is entered, 
  the bust speaks: “Green, out, light, bird, boat, club, 
  
   
   
  Level Three: The Dungeons 
  19 
  cook. What five-letter word can be added to these 
  words to make new words?” If the answer (“house”) 
  is spoken within 2 rounds, a secret compartment 
  will open up in the pedestal, and a large brass key 
  will fall out, which will be of use in Area #77 on 
  Level 7: THE CRYPTS.  
  129. COVERED PIT TRAP. 20’ deep with spikes. Take 2d6 
  h.p. damage, save vs. paralyzation or take 1d6 
  additional. If someone ventures down to the floor of 
  the pit, and attempts to walk around the spikes, the 
  whole floor drops down an additional 1’, and they 
  need to save again or be impaled by the new 
  spikes that come up between the others.  
  130. MASKS. Six theater-type masks are hanging on the 
  walls; sadness, happiness, chorus (a completely 
  neutral-looking face), fury, the oaf, and age. After 
  the PCs enter, they all speak in unison; “Which of us 
  is telling the truth?”, and then will each speak in 
  turn. “One of us is telling the truth,” says sadness, 
  weeping. “Two of us are telling the truth,” says 
  happiness, cheerfully. And so forth. Once all the 
  masks have spoken, the PCs have 2 rounds (time it) 
  to answer. If “sadness” is worn by one of the PCs, 
  that person will gain a point of charisma, 
  permanently. If any other mask is worn, a point of 
  charisma is lost. (The masks will disappear from the 
  face once removed from the room, but the 
  charisma effect is permanent.) The masks will not 
  be here a second time for the same persons.  
  131. COVERED PIT TRAP. 20’ deep (2d6 h.p. damage).  
  132. BEETLES. Two bombardier beetles (10, 11 h.p.) lair 
  here.  
  133. RUSTY ROOM. The floor is covered with odd-shaped 
  spots of dark red. The ceiling of this room is covered 
  with scarlet slime (see APPENDIX III: New Monsters).  
  134. TOMBSTONE CARVERY. A dozen or so tombstones 
  are here, in various stages of work. 25% chance 
  the names of 1d4 PCs will be carved onto some of 
  the stones.  
  135. BLINK DOG LAIR. Six blink dogs (17, 18, 19, 20, 20, 
  21 h.p.) dwell here (the door is locked; the dogs 
  can blink through the wall to get out). There is a 
  litter of seven puppies as well (8, 8, 9, 10, 11, 12, 
  12 h.p.). They have a large heap of 6,000 s.p. on 
  which they tend to sleep.  
  136. GHCC STORAGE ROOM. A number of orange 
  cones, white striped barricades, rolls of yellow 
  warning tape, etc.   
  137. STAIRS TO LEVEL 4. These stairs lead to Area #79 on 
  Level 4: THE LOWER DUNGEONS. 
  138. ZOMBIES. There are 4 zombies in this room (8, 8, 9, 
  12 h.p.). Their master has long since abandoned 
  them, and left with the orders to “wait here”. Hence, 
  they will not attack. They could be turned by an evil 
  cleric and forced to serve, however. 
  139. ORC FEMALES. Fourteen orc females of the “Bloody 
  Axe” tribe are here along with twenty young. 1d4 
  male warriors will be here from the nearby rooms at 
  any given time.  
  140. ORC BARRACKS. 9 orcs of the “Bloody Axe” tribe are 
  here (3, 3, 4, 4, 4, 5, 5, 5, 6 h.p.) armed with 
  bardiches and each carrying 2d6 e.p. 5 females 
  and 6 young are here as well.  
  141. ORC CAPTAIN. The captain of the local group of 
  “Bloody Axe” orcs resides here (3 HD, 16 h.p., AC 4). 
  Purzog is armed with sword and flail +1, and has a 
  large locked chest with the group’s treasure hidden 
  under the bed. It contains 3,000 e.p. His mate and 
  two young are here as well. 
  142. ORC BARRACKS. 5 orcs are quartered here (6, 7, 7, 
  8, 8 h.p.), armed with sword & battleaxe. Each has 
  8 e.p. These are the most promising warriors, being 
  groomed as sergeants as openings become 
  available.  
  143. SUBTLE SLOPE. This passage leads to Area #154 on 
  Level 2: THE LOWER CELLARS. Dwarves, etc. have a 
  chance to detect, otherwise it is unnoticeable by 
  normal scrutiny.  
  144. COVERED PIT TRAP. 20’ deep with poison spikes (2d6 
  h.p. damage, save vs. paralyzation or take an 
  additional 1d6, if failed, save vs. poison or take 
  another 1d8 damage.  
  145. COVERED PIT TRAP. 20’ deep (2d6 h.p. damage). A 
  secret door leads to the passage to #146. 
  146. SECRET ROOM. A skeleton is chained to the north 
  wall. It has a bone scroll case with a scroll of 
  magic-user spells knock and wizard eye. A pouch 
  has 29 p.p. Scrawled on the wall above the 
  skeleton are “hash marks” totaling 8.  
  147. COVERED PIT TRAP. 20’ deep with spikes (2d6 h.p. 
  damage, save vs. paralyzation or take an 
  additional 1d6). 
  148. COVERED PIT TRAP. 30’ deep (3d6 h.p. damage). 
  There is a gas at the bottom of this pit; save vs. 
  poison or fall into a deep sleep for 1d8 hours. There 
  is a dead orc at the bottom. 4 e.p.  
  149. EMPTY ROOM. Seven bottles of Old Rookroost wine, 
  now turned to vinegar.  
  150. PAINTER’S STUDIO. An easel is here with a wooden 
  canvas, long-dried paints, brushes, etc. Among 
  them are Nolzur’s Fabulous Brushes (see APPENDIX 
  II: New Magic Items).  
  151. ART GALLERY. The door to this room is locked and 
  has a poison needle trap on the lock; save vs. 
  poison or die. Five large paintings hang on the 
  north and west walls of this room. Painting #1 is a 
  landscape; the Cairn Hills as seen from Maure 
  Castle. #2 is a portrait; the Gynarch of Hardby from 
  a hundred years ago. #3 is a still life; a dagger and 
  a bowl of kobold skulls. #4 is a landscape; the Rift 
  Canyon seen from Riftcrag. #5 is a history painting; 
  the Sack of Trigol. Each is worth 1,000 g.p. if it can 
  be removed intact; all are painted on wood, so 
  cannot be removed from their frames to any real 
  effect. Each is 4’ x 5’ and weighs 1,000 g.p. They 
  dimly radiate magic if detected for.  
  152. STAIRS TO LEVEL 4. These stairs lead to Area #1 on 
  Level 4: THE LOWER DUNGEONS.  
  153. JUGGERNAUT TRAP. The portcullis is not locked. 
  Once someone goes 40’ south of the gate, it will 
  lock and a large stone juggernaut from room A will 
  come crashing down the steep ramp, smashing 
  into the end of the corridor. Victims have exactly 1 
  
  Castle of the Mad Archmage 
   
   
   
  20 
   
  round to act. 6d6 h.p. damage from the 
  juggernaut, which is shaped like a stylized rhino and 
  fills the corridor. Magically resets after 12 hours.  
  154. SLIDE BOTTOM. The slide from the pit at #146 on 
  Level 2: THE DEEP CELLARS empties out here. The 
  panel is one-way and will close quickly after 
  depositing victims. 5 skeletons are here to greet 
  visitors (6, 6, 6, 7, 8 h.p.). Inside the skull of the 
  toughest is a 100 g.p. gem, findable only if the 
  creature’s remains are searched.  
  155. BORING BEETLES (#155 - #158). A colony of boring 
  beetles has taken over a corner of this level, and all 
  the walls and much of the floors of these rooms are 
  covered with the molds and fungi the beetles 
  cultivate for food. They constantly roam about the 
  corridors looking for new organic material to serve 
  as mulch. The fungus in this room gives off a faint 
  phosphorous glow, equivalent to torch-light. 3-6 
  (1d4+2) beetles will be here at any given time (20, 
  21, 22, 22, 24, 24 h.p.).  
  156. BEETLES. More (non-glowing) fungus here; a lump is 
  the body of a fallen elf (still has 45 g.p., potions of 
  levitation and invisibility, and a longsword +1). 1-3 
  beetles will be here (23, 23, 25 h.p.).  
  157. BEETLES. 2-7 beetles will be here (20, 21, 22, 25, 25, 
  25, 26 h.p.), and there is a locked metal chest with 
  10,000 s.p. under the omnipresent fungus.  
  158. BEETLES AND AN OLD TRAP. The usual fungus covers 
  the walls, and 3-6 beetles will be here (20, 20, 21, 
  21, 24, 24 h.p.). Under the fungus in one corner is 
  another body; it has chain mail (non-magical, but 
  serviceable) and a pouch with 4 gems. It also has 
  a bone scroll case with a scroll of protection from 
  lycanthropes. On the east wall is a false door; 
  attempting to open it will set off the trap door and 
  spill those within 10’ of the door into Area #32.  
  159. WORM-RIDDEN LIBRARY. Several tables and chairs 
  are here, as well as a rack containing forty-seven 
  scrolls. All have been almost completely destroyed 
  by a colony of 12 bookworms (2 h.p. each). 
  Nothing useful whatsoever remains 
  160. LIZARD MAN LAIR. These abnormally-intelligent lizard 
  men have established an outpost here. They not 
  only wear clothing, but will use great cunning and 
  planning when dealing with intruders. All speak 
  Common. This is the main room of their lair, with ten 
  warriors (10, 11, 11, 11, 12, 13, 14, 14, 14, 15 h.p., 
  AC 4 (shield)) armed with longsword and four 
  javelins each. Room A is a larder, with various 
  smoked meats and fish, including some identifiable 
  orc, dwarf, and other intelligent races.  
  161. LIZARD MAN LIEUTENANTS. Two sub-leaders of the 
  tribe live here (16, 16 h.p., AC 4 (shield)), armed 
  with trident and javelins.  
  162. LIZARD MAN CAPTAIN. The leader of the lizard men 
  is here (17 h.p., AC 2 (plate & shield)), armed with 
  a longsword +1/+2 vs. mammals. The band’s 
  treasure is here as well; 5,000 s.p., 2,000 g.p. and a 
  bundle of 14 gems.  
  163. EUPARKERIA KENNEL. When they go out on patrol 
  around their lair to secure captives or explore, the 
  lizard men will have 2-5 of these dinosaurs with 
  them on leashes, which they can control via a 
  series of rasping commands. There are 8 of the 
  creatures total, along with various leads, leashes, 
  etc. (4, 5, 5, 5, 6, 7, 8, 9 h.p.), and two lizard man 
  handlers live here with their charges (13, 13 h.p., 
  AC 4 (shield)), armed with whip and shortsword. 
  164. STAIRS TO LEVEL 2. These stairs lead to #163 on 
  Level 2 THE LOWER CELLARS.  
  165. TELEPORTER. Once someone reaches the end of 
  the corridor, anyone within 30’ of the end will be 
  teleported without detection to #166 (note that 
  east-west will be reversed for them unknowingly). 
  Everyone must leave for it to reset.  
  166. TELEPORTER. Once someone reaches the end of 
  the corridor, anyone within 30’ of the end will be 
  teleported without detection to #165 (note that 
  east-west will be reversed for them unknowingly). 
  Everyone must leave for it to reset.  
  167. COVERED PIT TRAP. 20’ deep with spikes. 2d6 h.p. 
  damage + 1d6 unless save vs. paralyzation. 
  168. EMPTY ROOM. A few scraps of cloth and leather. 
  169. SECRET ROOM. Ten skeletons (5 h.p. each) guard a 
  large locked chest. It is trapped; anyone opening 
  the chest will release fear gas; save vs. poison or 
  flee in panic for 1d6 rounds (at intersections, roll 
  randomly to determine direction). The chest 
  contains 3,000 s.p., 2,000 g.p., and 3 pieces of 
  jewelry. 
  170. WEEPING ROOM. This room is filled with sheet-
  covered dusty furniture. If anyone is in the room 
  more than 2 rounds, they will hear the echoing 
  sound of a child crying, which lasts for 2 more 
  rounds. The furniture would be worth a total of 500 
  g.p. if hauled out of the dungeon, but is bulky in the 
  extreme. If carefully searched, a kobold child’s 
  skeleton is here.  
  171. RAG DOLL. This room is empty except for a rag doll. 
  If it is placed next to the skeleton in #170, the 
  weeping effect will stop.  
  172. CLOWNS. The west wall of this room is decorated 
  with a bas-relief of happy, jolly, clowns. Spending 
  more than 1 turn in this room will cause anyone to 
  grow uneasy; a save vs. spells is required to remain 
  longer than that, although nothing overt is causing 
  it.  
  173. EMPTY ROOM. 
  174. GRAFFITI. On the west wall of this room is scrawled 
  in bright orange paint “You’ve gone too far now! 
  Too deep! Too fast! Your way of escape is cut off, 
  and your doom has been graven in the stones of 
  this hell!” 
  175. POTTERY. There are fifty or so empty earthenware 
  jugs here. Two of them radiate magic if detected 
  for. The first, if liquid is placed within it, will produce 
  a gem of 50 g.p. value. This is a one-time effect. 
  The second, if liquid is placed within it, will turn it into 
  a potion of gender reversal (as per the girdle of 
  femininity/masculinity). This too is a one-time effect.  
  176. FUNGUS. A soft layer of brownish mold and fungus 
  covers the tables, chairs, and benches in this room. 
  Two shriekers (11, 14 h.p.) are here, as well as a 
  violet fungus (12 h.p.). The rest of the mold and 
  
   
   
  Level Three: The Dungeons 
  21 
  fungus will, if disturbed (and fighting the shriekers or 
  violet fungus will count), cause those who fail to 
  save vs. poison to be disabled with choking and 
  coughing for 1d4+5 rounds. Under the mold is a 
  suit of leather armor +1 (human sized), which will 
  need to be cleaned, but once it is, will function 
  normally. 
  177. GREAT CENTRAL SHAFT. After this room is entered, 
  the door will close and the entire room will descend 
  to Level 7: THE CRYPTS. It will stay at the bottom of 
  the shaft for 24 hours thereafter. The door can be 
  forced open during that time, but there is no way to 
  get into the room through the roof while it’s at the 
  bottom of the shaft. 
  178. GARGOYLES. A mated pair of gargoyles have 
  nested here (22, 23 h.p.). They have accumulated 
  125 g.p. in their nest of stones and sticks. In the nest 
  are also three eggs, which are worth 40 g.p. each 
  to collectors.  
  179. EMPTY ROOM. A small pile of animal bones.  
  180. PERMANENT MAGIC MOUTH. “What do you think 
  you’re doing here? (5 second pause) I asked you a 
  question, dunce! (10 seconds) Don’t argue with 
  me, I’m the one in charge around here! (10 
  seconds) Oh, just keep going south, dullard, and 
  leave me alone!” 
  181. GREEN ROOM. This room is painted green; walls, 
  floor, and ceiling  
  182. YELLOW ROOM. This room is painted yellow; walls, 
  floor, and ceiling.  
  183. ORANGE ROOM. This room is painted orange; walls, 
  floor, and ceiling.  
  184. RED ROOM. This room is painted red; walls, floor, 
  and ceiling. 
  185. BLUE ROOM. This room is painted blue; walls, floor, 
  and ceiling. On the east wall is written, in neatly 
  printed light-blue, “Tenser was here.” [DESIGNER’S 
  NOTE: In the TSR adventure module WG6 ISLE OF 
  THE APE, The archmage Tenser is described as 
  being particularly fond of the color blue.]  
  186. INDIGO ROOM. This room is painted grayish-
  purplish-blue (if players ask if that could be also 
  called “indigo”, the answer is yes); walls, floor, and 
  ceiling.  
  187. PINK ROOM. This room is painted bright pink; walls, 
  floor, and ceiling. Anyone entering this room from 
  #186 will take 3d6 h.p. of magical damage, no 
  saving throw.  
  188. VIOLET ROOM. This room is painted dark purple (if 
  players ask if that could also be called “violet”, the 
  answer is yes); walls, floor, and ceiling. If someone 
  goes through the adjacent rooms in this exact 
  order: red, orange, yellow, green, blue, indigo, 
  violet, he or she will gain 1 h.p. permanently (just 
  opening a door and looking through will not spoil 
  the effect; walking through it will). If it is attempted 
  more than once, not only will the bonus hit point be 
  removed, but one additional h.p. will be as well, for 
  each time it is attempted. The effect of such loss is 
  permanent.  
  189. GNOMES (#189 - #191). A party of gnomes has 
  temporarily set up camp here. Six of them are here 
  (5, 5, 6, 6, 6, 7 h.p.) armed with clubs and spears. 
  Each has 15 g.p.  They will fight with the aid of the 
  badgers in #190 if possible.   
  190. BADGERS. The gnomes in #189 have trained these 
  badgers as pets and will use them in combat if 
  necessary. Three badgers (6, 8, 10 h.p.).   
  191. GNOMES. Four more gnomes are here (5, 5, 6, 6 
  h.p.), armed with clubs and spears. Each has 15 
  g.p. The leader of this band is here as well (F3, 16 
  h.p., AC 4 (chain & shield)), armed with shortsword 
  and spear. He has 30 g.p. and a potion of extra 
  healing. A small concealed chest has 200 g.p. 
  192. EMPTY ROOM. Smashed glassware on the floor.  
  193. TELEPORTER ROOM. PCs entering this room are 
  teleported to #72, without detection. Only works 
  once per hour, either way.  
  194. LOCKED ROOM. Hundreds of mouse skeletons are 
  scattered across the floor. The door to this room is 
  locked; the lever in Area #32 on Level 2: THE DEEP 
  CELLARS unlocks it.  
  195. UNUSED BARRACKS. A dozen neat bunks are here, 
  with old and worn, but functional, bedding.  
  196. A JOURNEY TO REL MORD. Thousands upon 
  thousands of brass keys are hung on the walls of 
  this room, each etched with a number (there are 
  16,807 total); they are hung in numerical order. 
  There is the following worked into a mosaic on the 
  floor: 
    
  As I was going to Rel Mord 
    
  I met a troop of seven lords. 
    
  Every lord had seven mages. 
    
  Every mage had seven cages. 
    
  Every cage had seven wargs. 
    
  Wargs, cages, mages, lords, 
    
  How many were going to Rel Mord? 
  The door to room 197 is locked, and only key #1 
  will open it (only one person was going to Rel 
  Mord). Putting any other key into the lock will yield 
  4d6 h.p. electrical damage. [DESIGNER’S NOTE: Rel 
  Mord is the capital of the kingdom of Nyrond in the 
  WORLD OF GREYHAWK FANTASY SETTING™. The 
  riddle is a version of the “As I was going to St. Ives” 
  nursery rhyme.]  
  197. TREASURE ROOM. Three large locked chests are 
  here, as well as a locked wardrobe. The first chest 
  contains 3,000 g.p. The second is trapped; a 
  beartrap-type blade will hit anyone in front of the 
  chest when it is opened; save vs. paralyzation or 
  take 3d6 h.p. damage. It contains 10,000 c.p. and 
  a false bottom conceals a pouch with 10 gems. 
  The third is trapped; anyone attempting to pick the 
  lock will take 3d8 h.p. of electrical damage. It 
  contains 6,000 s.p. and a cursed shortsword -1. The 
  wardrobe is trapped with a poison needle; save vs. 
  poison or die. It contains a cloak of the manta ray 
  (appears as a leather cloak).  
  198. WELL. This well is a shaft that goes to Area #30 on 
  Level 4: THE LOWER DUNGEONS and through to 
  Area #60 on Level 5: THE DEEPS. Various bats and 
  associated creatures tend to fly up the shaft from 
  below; rooms A-M will each have the following at 
  any given time: 
  
  Castle of the Mad Archmage 
   
   
   
  22 
   
    1-3: 3d6 giant bats (1-1 HD variety) 
   
  4-6: 1d10+10 ordinary bats 
   
  7-8: 2d4 giant bats (1 HD variety) 
   
  9: 1d4 eye killers 
    
  10: 1d4 vampire bats (see APPENDIX III: New 
    
   Monsters) 
  [DESIGNER’S NOTE: Those Game Masters with 
  access to the Hacklopedia of Beasts, written for the 
  HackMaster 
  game 
  (which 
  is 
  essentially 
  an 
  expansion of AD&D) may want to use the following 
  table, which makes use of HackMaster’s expanded 
  selection of monsters. 
    1-2: 3d6 giant bats (1-1 HD variety) 
    3-5: 1d10+10 ordinary bats 
    6-7: 2d4 giant bats (1 HD variety) 
    8-9: 1d6 night hunters 
   10-11: 1d10 pack bats 
    
  12: 1d4 sinister bats] 
  199. SECRET CHAMBER. Four large locked chests are 
  here, as well as a suit of non-magical plate mail 
  (elf-sized) on a rack. The first chest is trapped; 2 
  magic missiles will strike each person within 10’ of 
  the chest for 1d4+1 h.p. of damage per missile 
  (trap cannot be disarmed by thief abilities). It 
  contains 4,000 e.p. The second is not trapped, and 
  contains 450 g.p. and a scroll with the clerical 
  spells cure serious wounds and neutralize poison. 
  The third is trapped; poison needle (save vs. poison 
  or die). It contains 1,200 s.p. and a pouch with 4 
  gems. A false bottom hides a box with six darts +1 
  (see APPENDIX II: New Magic Items). The fourth is 
  trapped; fear gas will envelop all within a 6’ radius 
  of the chest (save vs. breath weapon or flee in 
  terror at top speed for 1d6 rounds; make random 
  check at intersections for direction). It contains 
  3,400 g.p. and 2 pieces of jewelry.  
  200. COVERED PIT TRAP. 20’ deep with spikes (2d6 h.p. 
  damage, save vs. paralyzation or take 1d6 
  additional).  
  201. WELL. This well goes from the secret passage in 
  Level 1: THE STORAGE ROOMS through to Level 3A: 
  THE BLACK RESERVOIR via Area #182 on Level 2: THE 
  DEEP CELLARS. It is otherwise inaccessible from this 
  level. 
  202. THE WIDE STAIRCASE. This marks the bottom of the 
  wide staircase that travels from Level 1: THE 
  STORAGE ROOMS through Area #183 on Level 2: 
  THE DEEP CELLARS to here. Note that the staircase 
  carries a strong dweomer, making the teleportation 
  effect that it employs quite undetectable (the 
  staircase does not appear on each level where it 
  “should”, if it were an ordinary staircase dug into the 
  earth).  
   
  
   
   
  Level Four: The Lower Dungeons 
  23 
  Level Four: The Lower Dungeons 
   
  Most of this level is given over to the Arena, where 
  gladiatorial contests were (and are) fought for the 
  amusement of the castle’s denizens. It is important for 
  the game master to realize that this level is mostly 
  “controlled”. Four major factions control most of the level, 
  each transcending racial (and in many cases alignment) 
  boundaries and identified by a particular color. These 
  factions (Greens, Blues, Reds, and Whites) will often 
  capture monsters, inhabitants, or explorers from other 
  levels for use in the games. Battles between the factions 
  outside the Arena are rare. Losing factions will sometimes 
  ally against those who are doing better in the games. 
  PCs will most likely be seen as fodder to be captured 
  and thrown into the Arena. All creatures belonging to a 
  given faction will wear clothing in that color, or a sash, 
  headband, armband, collar, etc. at the very least. 
  Currently, the Greens and Blues are ascendant.  
   
  NOTE TO THE GAME MASTER: This is a very different sort of 
  level from the previous two. It is, in a very real sense, a 
  “live” level; with a few exceptions on the periphery (in 
  particular the northeast section) and at the very center, it 
  is under the control of one of the various factions, who 
  have regular patrols and so intruders will likely be quickly 
  identified and captures attempted to bring them into the 
  stable of arena combatants. They are in regular contact 
  with one another, and will, in extremis, cooperate against 
  a powerful intruder intent on their collective downfall. The 
  game master should try to convey that sense of a well-
  ordered, if cutthroat and based on arena success, 
  society. Getting them to take up arms against one 
  another will be difficult at best.  
   
  This level has direct access to levels 3, 5 and 6, plus the 
  surface. There are four maps on this level: northeast, 
  southeast, southwest, and northwest.  
   
  Table 4.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  6-26 (4d6+2) giant rats 
  2 
  Gelatinous cube 
  3 
  1-3 carrion crawlers 
  4 
  Grey ooze 
  5 
  Bats (use the tables from Area #198 on Level 3: 
  THE DUNGEONS to determine specifics) 
  6 
  Floating pearlescent bubble causes 4d6 (10' 
  radius) damage if touched; 1 in 6 has a gem. 1 
  in 6 glows as a torch. 
  7 
  Faction patrol (see table 4.2 below) 
  8 
  Faction patrol (see table 4.2 below) 
  9 
  Faction patrol (see table 4.2 below) 
  10 
  Faction patrol (see table 4.2 below) 
  11 
  Non-intelligent monster from elsewhere on the 
  level 
  12 
  Dungeon Dressing (use table 4.3) 
   
  Table 4.2: Random Faction Patrols 
   
   
  Roll 
  Faction Patrol 
  1 
  Blue: 1 Troll (#81), 2 human heroes (#94), 2 
  goblins (#96), and 1 halfling (#99).  
  2 
  White: 1 hobgoblin (#72), 1 vegepygmy (#73), 
  2 goblins (#74), and 1 human warrior (#75). 
  3 
  Red: 2 orcs (#130), 1 gnome (#130), and 2 
  humans (#130).  
  4 
  Green: 2 human heroes (#46), 1 half-orc hero 
  (#46), 1 ogre (#56), and 2 dwarf heroes (#56). 
  5 
  Blue: 2 lizard men (#83), 1 lizard king (#84), 1 
  hobgoblin (#97), 2 gnomes (#99).  
  6 
  Green: 2 human heroes (#46), 1 troll (#56), and 
  2 hobgoblins (#56).  
  7 
  Blue: 1 troll (#81), 2 lizard men (#83), and 2 
  human heroes (#94).  
  8 
  Green:  1 half-orc hero (#46), 1 manticore 
  (#56), and 3 orcs (#49). 
  9 
  Blue: 1 ogre (#95), 2 goblins (#96), 2 
  hobgoblins (#97), and 1 korred (#99).  
  10 
  White: 2 hobgoblins (#72), 2 vegepygmies 
  (#73), and 1 kobold (#75).  
  11 
  Red: 2 gnomes (#130), 2 orcs (#130), and 1 
  ogre (#135).  
  12 
  Green: 3 dwarf heroes (#56), 2 ogres (#50), 
  and a wereboar (#51). 
   
  If a faction is indicated in what is clearly another faction’s 
  territory, re-roll. All inhabitants of the level are very familiar 
  with its peculiarities and geography and will set up 
  ambushes, etc. if not caught by surprise. Patrols will be 
  armed with man-catchers, nets, and whips, which they 
  will use unless it is obvious that the prey is likely to kill 
  them, in which case they will switch to whatever their 
  ordinary lethal weapons are. 
   
  Note that in-game events (such as PCs killing faction 
  warriors, or new warriors being recruited) might make this 
  table outdated. Parentheses indicate in which room the 
  creature(s) can be found on this level. When making up 
  your own patrols, please keep the following guidelines in 
  mind.  
   
  Faction patrols will be composed of 4-7 warriors (take 
  them as needed from the various faction encounter 
  areas) Factions will be exclusively of one color or another 
  (roll randomly), and any color can be found anywhere 
  except in areas directly controlled by a given faction or 
  directly adjacent thereto (in which case, it is that faction’s 
  patrol which is encountered).  
   
  Table 4.3: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Pipes run along the wall, disappearing into the 
  floor and ceiling. They are hot to the touch.  
  2 
  Six empty wine bottles, evidently Celene ruby. 
  3 
  A 6’ diameter circle on the floor is painted bright 
  yellow.  
  4 
  A rent and ruined jerkin of chainmail.  
  
  Castle of the Mad Archmage 
   
   
   
  24 
   
  5 
  Sound of voices in the distance.  
  6 
  Graffiti: Reds rule! Blues drool!  
  7 
  Broken crate with rotting straw. 
  8 
  A “tripped” tripwire (only detectible by a thief).  
  9 
  Slight (barely detectible) vibration in the floor 
  and walls in a 10’ section. 
  10 
  Torn faction insignia (roll randomly for color).  
  11 
  Dented brass lantern. 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  WELL-TRAVELLED ROOM. The stairs here lead up to 
  Area #152 on Level 3: THE DUNGEONS. There is 
  double the chance in this room to encounter a 
  wandering monster, as it is something of a 
  crossroads for the inhabitants of the level.  
  2. 
  FOUNTAIN. A fountain in the shape of a large carp is 
  in the middle of the room. Only one effect (good 
  or bad) per person is permitted. If a gold or 
  platinum coin is dropped in the basin before the 
  water is drunk, the person doing so will gain 1 h.p. 
  permanently. If it is drunk without such an offering, 
  the character will lose 1 h.p. permanently. The coin 
  disappears after the drink has been taken. 
  3. 
  SCORPIONS. A pair of giant scorpions (26, 28 h.p.) 
  dwell here. A pair of corpses (vaguely humanoid in 
  shape, but otherwise mangled and unidentifiable) 
  are here. The first has a belt pouch with a potion of 
  gaseous form and a potion of extra healing, plus 
  25 p.p. The second has a backpack with 1,900 
  e.p. A dismembered hand also has a ring of 
  contrariness.  
  4. 
  SHELL GAME. The walls of this room are covered 
  with sea shells of various sorts, stuck into the plaster. 
  In the middle of the room is a pedestal with a (non-
  functioning) clock on its top with the hands pointing 
  to 
  12:00. 
  When 
  the 
  room 
  is 
  entered, 
  a 
  disembodied voice says “At midnight, a shell is 
  fixed to the side of a boat, two feet above water 
  level. The water is rising one and a half inches per 
  hour. When will the water touch the shell?” If the 
  hands are touched they will yield 2d12 h.p. of 
  electrical damage. If the hands are not touched, 5 
  minutes will elapse and if people are still in the 
  room, a secret compartment inside the pedestal 
  will open releasing a 50 g.p. gem.  
  5. 
  RUST MONSTER LAIR. A pair of these dreaded 
  creatures lives here (23, 25 h.p.). In and amongst 
  the offal and general clutter of the room are 20 
  gems. 
  6. 
  EMPTY ROOM. A large empty cauldron suspended 
  from a tripod over a cold fire.  
  7. 
  ROGUE MODRON. A rogue quadrone (25 h.p.) is in 
  hiding here, on the run from a squad of 
  pentadrones sent to the Prime Material Plane to 
  eradicate it. It has the advantage of an amulet of 
  proof against detection and location, which has so 
  far proved effective. It has an effective alignment 
  of neutral good, but it is suffering from enormous 
  swings of mood.  
  8. 
  BUBBLE HOOP. A metal hoop 3’ in diameter is 
  mounted on a 4’ metal pole set into the center of 
  the floor. For every turn spent in the room, there is a 
  1 in 10 chance that a pearlescent bubble will be 
  formed in the hoop and start to drift away (see 
  Table 4.1: Random Encounters for more details). 
  9. 
  MAGIC MOUTH. There is a permanent magic mouth 
  spell here. Anyone passing by the alcove will be 
  told “Place your bets, but save your money; 
  vinegar, water, ale, and honey. I know the place 
  that must be got; shun the middle, find the pot.” 
  10. 
  MORTUARY. A stone bier is in the middle of this 
  room, and there are long-dead flowers strewn on 
  the floor, now crumbling to dust. A pair of 4’ bronze 
  candlesticks are at either end of the bier, and are 
  decorated with gargoyles and leering faces. They 
  are worth 100 g.p. as a set, and weigh 500 g.p. 
  each.  
  11. 
  SECRET CHAMBER. A pale yellow glow can be seen 
  in the hallway leading to this small room. It contains 
  a large (3’ diameter) crystal sphere, glowing yellow, 
  attached to the ceiling and floor by a stout bronze 
  chain. It is cool to the touch, but of an unknown 
  material. It is unbreakable. When the room is 
  entered, a voice emanates from the sphere, 
  saying “What can fill a room, but takes up no 
  space?” If the proper answer (“light”) is given, it 
  gives directions on how to find the secret door 
  leading to Area #56 on Level 5: THE DEEPS. If no 
  answer is given within 2 minutes, or the wrong 
  answer is given, all weapons in the room and 
  hallway will animate and attack their owners for 
  1d6+1 rounds (each attacks on the same combat 
  table as its owner).  
  12. 
  GORICS (Areas #12 - #14). A family of gorics (see 
  APPENDIX III: New Monsters) has taken up residence 
  here. There are four in this room (4 HD; 15, 16, 16, 
  17 h.p.), armed with picks. Each has 1-4 gems. 
  13. 
  GORICS. 4 more gorics are here (4 HD; 16, 16, 17, 
  20 h.p.), armed with picks. Each has 1-4 gems. 
  14. 
  GORICS. This room is used as a “common area” for 
  the gorics, as well as quarters for four more (4 HD; 
  18, 18, 20, 21 h.p.) armed with picks. Each has 1-4 
  gems, and a hidden chest holds 25 gems (max. 
  value 500 g.p.). The family is bemoaning the fact 
  that several of their members have been captured 
  by the factions for the Arena.  
  15. 
  WIGHT CELLS. Each of the cells A-F contains a wight 
  (19, 22, 23, 23, 24, 25 h.p.). They will emerge to 
  both cut off and head off intruders on a 1 on 1d6 
  (roll separately for each once the first door is 
  passed). Once combat is joined, all will begin to 
  emerge from their cells. [DESIGNER’S NOTE: Rob 
  Kuntz has related an anecdote about how his 
  character Lord Robilar encountered a number of 
  wights in such a situation. His character would surely 
  have been slain, had Gary Gygax’s then-wife not 
  interrupted the game, prompting Gary to declare 
  the whole episode a dream.]  
  16. 
  SECRET CHAMBER. A trio of large locked chests 
  holds 2,000 e.p., 2,000 g.p., 3,000 s.p., and a mix 
  of 1,000 g.p. and 1,000 e.p., respectively. The 
  
   
   
  Level Four: The Lower Dungeons 
  25 
  second and third are both trapped; the second 
  with a poison needle at the lock (save vs. poison or 
  die), the third with an acid spray that will jet out the 
  back and sides of the chest, doing 4d8 h.p. 
  damage (save vs. breath weapon for half 
  damage). Anyone in front of the chest when it is 
  opened will not be affected. A false bottom in the 
  third chest also holds a wand of frost (17 charges).  
  17. 
  TREASURE ROOM. Four large locked chests hold 
  2,000 c.p. each. The third also holds 10 gems and 
  3 pieces of jewelry.  
  18. 
  GREAT CENTRAL SHAFT. The elevator room from 
  #177 on Level 3: THE DUNGEONS passes through 
  here on its way down. It is inaccessible via normal 
  means from the rest of the level.  
  19. 
  SPIDERS. The tall ceiling of this room is choked with 
  cobwebs, and there is a 30% chance a corridor 
  within 50’ of the entrance to the room will have a 
  web cast across it. Four giant spiders (22, 24, 25, 
  26 h.p.) are here, along with the remains of a half-
  dozen bodies. They have 9,000 c.p. and 3,000 s.p. 
  along with a map in a bone scroll case that shows 
  secret 
  Area 
  #85 
  on 
  Level 
  3: 
  THE LOWER 
  DUNGEONS.  
  20. 
  SECRET ROOM. This room holds a large locked 
  chest with 2,000 g.p. and a dozen arrows +1/+3 
  vs. flying creatures.  
  21. 
  EMPTY ROOM. Some broken earthenware jugs. 
  22. 
  BATHS. Five enormous bathtubs are in this tiled 
  room. There are stoves for heating water, benches, 
  pegs for hanging clothing, etc. 20% chance 2-5 
  warriors from either the Blue or White faction will be 
  here.  
  23. 
  SUBTLY SLOPING PASSAGE. The downward slope of 
  this hallway will not be noticed by most people. 
  Dwarves etc. have the standard chance to detect 
  the slope. It leads to Area #1 on Level 5: THE DEEPS.  
  24. 
  WHITE BARRACKS. Three gorics (see APPENDIX III: 
  New Monsters for details; 4 HD,;13, 15, 15 h.p.; 
  unarmed) are chained to their bunks here. Two 
  ogres (20, 22 h.p.) armed with clubs are here to 
  supervise and guard them. The ogres have 20 g.p. 
  each.  
  25. 
  WATERFALL. There is a pipe near the ceiling on the 
  north end of this room, from which a torrent of 
  water flows. It then flows across the floor to another 
  pipe set near the floor in the south wall, whence the 
  water disappears. The water has worn a small 
  channel in the floor. Although the floor here is 
  slippery with moisture and mold, the water is clean 
  and drinkable.  
  26. 
  SECRET CLOSET. Two greater skeletons (3 HD; 18, 20 
  h.p.; turn as a ghoul; otherwise treat as a normal 
  skeleton). There is a copper disk on the back wall 
  that functions as a scroll of lightning bolt, although it 
  is much bulkier and cannot, obviously, be rolled up.  
  27. 
  BAT COUNTRY (#27 - #34). Note that all of the 
  entrances to this area are blocked by bars with 
  locked doors in the bars (like a jail cell). This 
  enables the bats to fly in and out, naturally. This 
  cave is home to a colony of 35 giant bats (1-1 HD 
  variety). [DESIGNER’S NOTE: Those Game Masters 
  with access to the Hacklopedia of Beasts may wish 
  to place a colony of 14 sinister bats here instead.] 
  28. 
  EYE KILLERS. A colony of 12 eye killers dwells here.  
  [Hacklopedia substitution: 25 pack bats.] 
  29. 
  DEVIL-BAT. Chiros, a unique bat-devil, makes his 
  home here. He appears as a 7’ tall figure with 
  brown fur, arms with large webbed wings between 
  them and his torso, and the head of a large bat. (7 
  HD; 56 h.p.; AC 2; MV 12”/15” (MC: C); 
  DAM/ATTACK: 1-12/1-12 or by weapon; 35% MR; 
  sonar equal to ultravision; able to command all 
  bats and bat-like creatures within a 12” radius; 
  shape-change into an ordinary bat at will; hold 
  person, pyrotechnics and produce flame once per 
  round; plus standard devil abilities and defenses). 
  He can also summon 1d4 spined devils per day 
  with a 65% chance of success. He wields a trident 
  +3. He has a horde in 5 large locked chests of 
  40,000 s.p., 10 pieces of jewelry, potions of 
  invisibility, speed, extra healing (x2), and water 
  breathing. The third chest has a false bottom; within 
  is 2,000 p.p. and bracers of defense AC 4. If 
  pressed, Chiros will attempt to disappear into a 
  swarm of bats and flee. The factions give him a 
  wide berth, and he, for his part, leaves them alone 
  as well.  
  30. 
  WELL. The well from Area #198 on Level 3: THE 
  DUNGEONS enters through the ceiling of this cave 
  and goes through the floor to Area #60 on Level 5: 
  THE DEEPS. A colony of 500 ordinary bats lives here.  
  31. 
  GIANT BATS. A colony of 20 giant bats is here (1 HD 
  variety).  
  32. 
  BATS. A colony of 200 ordinary bats is here. 
  [Hacklopedia substitution: 25 night hunters.] 
  33. 
  GIANT BATS. A colony of 30 giant bats (1-1 HD 
  variety) lives here.  
  34. 
  VAMPIRE BATS. A colony of 200 vampire bats lives 
  here (see APPENDIX III: New Monsters for details). 
  Note that the sink-hole in the floor here leads to a 
  tunnel that eventually leads to an innocuous hole 
  on the surface. At points, the tunnel is only 1’ in 
  diameter, so it is not particularly useful for man-
  sized creatures.  
  35. 
  WHITE TRAINER. Osric Snorrison, a transplant from the 
  barbarian lands far to the Northeast, leads the 
  White faction (F7; 42 h.p.; AC 3 (banded mail)). He 
  wields a quarterstaff +4, and has both a ring of 
  invisibility and a ring of regeneration. His room is 
  filled with various pieces of exercise and training 
  equipment; barbells, medicine balls, etc. There are 
  also first-aid supplies, plus food and wine. The 
  clutter is immense; there is barely room to turn 
  around. Hidden in an empty wine barrel is the white 
  treasury; 1,500 g.p. and 1,000 s.p.  
  36. 
  PURPLE GYMNASIUM. The purples are an all-but-
  extinct faction. Their gymnasium is adorned with 
  various tiles of mauve, lavender, and plum, but 
  there are no sources of light. Careful inspection will 
  reveal where hundreds of gems have been pried 
  out of the walls; none remain. Very poor 
  implements of training can be found here; wasters 
  (wooden practice swords), targets, etc. but all are 
  
  Castle of the Mad Archmage 
   
   
   
  26 
   
  quite shabby. The place is not totally abandoned, 
  but it certainly is not regularly used.  
  37. 
  EMPTY BARRACKS. Beds for up to 24 individuals are 
  here, all empty. There are no signs of recent 
  habitation.  
  38. 
  PURPLE TRAINER. The last member of the Purples 
  dwells here, dreaming of happier days. Flegar 
  Garnetglory, a duergar lord (F9; 69 h.p.; AC 0 
  (chainmail +2, DEX); with an 18/75 STR), is a shade 
  of his former self. He wields a warhammer +2 and 
  has a ring of free action. He wears a shabby 
  baldric of purple chased in gold. Although he is CE 
  in alignment, he is a very thoughtful and cunning 
  warrior, and might, in the proper circumstances, 
  bring in new blood to rebuild the faction. He is a 
  pathetic, beaten figure who should elicit sympathy 
  as he tells rambling tales of the old forgotten 
  glorious victories of the Purple faction. He has 16 
  s.p. and the keys to Area #39 in a purse on his belt.  
  39. 
  PURPLE FACTION TREASURY. The door to this room is 
  locked and trapped. Those without the key will 
  activate poison darts in the walls if they attempt to 
  open the door; 6 darts attack as a 4th level fighter, 
  doing 1d3 h.p. of damage each, plus requiring a 
  saving throw vs. poison or take an additional 25 
  h.p. damage This treasure hoard has seen better 
  days. There are six large chests here. The first three 
  are open and empty. The other three are locked. 
  The first holds 4,000 s.p. The second holds 1,500 
  g.p. The third is trapped (poison gas sprays from 
  the lock; save vs. poison or die). It holds 1,000 p.p. 
  and four pieces of jewelry.  
  40. 
  STORAGE ROOM. This was formerly used by the 
  Purples to store various sorts of goods, and some 
  will still be found here; dumbbells, medicine balls, 
  wooden swords, practice shields, first aid supplies, 
  etc.  
  41. 
  PURPLE BARRACKS (Areas #41-44). There are eight 
  empty bunks here.  
  42. 
  EMPTY BARRACKS. Four empty bunks.  
  43. 
  HAUNTED BARRACKS. There are six empty bunks 
  here. The spirit of the last Purple warrior haunts the 
  place in the form of a shadow (21 h.p.). There is a 
  gem-studded crown of platinum hidden under one 
  bunk; the symbolic headgear of the winner of the 
  games in the Arena, which has been missing for 
  more than a year. It is worth 1,000 g.p., but the 
  factions would gladly pay five times that amount to 
  retrieve it, simply for the symbolic value.  
  44. 
  PURPLE BARRACKS. There are eight empty bunks 
  here. The bedding is infested with earwigs (see 
  APPENDIX II: New Monsters); anyone sleeping here 
  will be certainly attacked.  
  45. 
  LOOKOUT POST. Note the arrow slit/window in the 
  southern portion of this room. There is a quiver with 
  a dozen arrows here. It is otherwise empty.  
  46. 
  GREEN BARRACKS (Areas #46 – 51). This room is 
  home to 5 human heroes (F4; 20, 22, 23, 24, 24 
  h.p.) and 3 half-orc heroes (F4; 23, 24, 25 h.p.). All 
  are armored with studded leather (AC 7) and are 
  armed with longswords, daggers, spears, and have 
  access to nearly any weapon if needed. Each has 
  a pouch with 25 g.p. 
  47. 
  GREEN TRAINER. Jerith Pishgelanter, a foppish 
  gnome of Ulekian extraction, dwells here (A8; 37 
  h.p.; 18 STR, 18 INT, 18 DEX; AC 3 (leather +DEX)). 
  In combat he wields a pair of daggers +3, and 
  wears a periapt of wound closure.  He wears 7 
  pieces of jewelry on his person, many of which 
  contain jade and emerald. He has several vials of 
  various poisons on his person at any given time, 
  and presents a foppish and dandyish persona 
  which belies his tough and ruthless nature. He also 
  has the keys to Area #48.  
  48. 
  GREEN TREASURY. The door to this room is locked 
  and trapped; any attempt to pick the lock will result 
  in 4-24 h.p. of electrical damage. Seven large 
  locked chests are here. Chest #1 contains 4,000 
  g.p. Chest #2 is trapped; 8 bolts strike as 4th level 
  fighters. It is otherwise empty. Chest #3 holds a mix 
  of 2,000 s.p., 3,000 c.p. and 100 p.p. Chest #4 
  holds 3,000 s.p. as well as potions of extra healing 
  (x2), invisibility, ventriloquism, speed, and flying. 
  Chest #5 is trapped; a scything blade cuts off a 
  finger of anyone attempting to open it without the 
  key (-1 DEX, possible implications for thieves and 
  magic-users 
  using 
  spells 
  with 
  somatic 
  components). It contains 75 amethysts (100 g.p. 
  each) plus 1,000 s.p. Chest #6 is trapped; a poison 
  pin on the lock (save vs. poison of take 35 h.p. 
  damage). It contains 4,000 g.p. as well as another 
  piece of the Puzzle Door on Level 5: THE DEEPS (see 
  APPENDIX II: New Magic Items for details). Chest #7 
  contains 2,000 s.p. and a scroll with the cleric spells 
  animate dead, exorcise, and neutralize poison.  
  49. 
  ORCS. Orcs from both tribes on Level 3: THE 
  DUNGEONS are here, united in their service to the 
  Green faction; they get better pay, better food, 
  and are treated much better. There are 8 here (5, 
  5, 6, 6, 7, 8, 8, 8 h.p.) each of which has 30 g.p. 
  They normally wear ring mail (AC 6) and wield 
  longswords or battleaxes.  
  50. 
  OGRES. A trio of ogres is here (20, 20, 21 h.p.). 
  Each has a small sack with 110 g.p. under his bed.  
  51. 
  WEREBOAR. Jemick, a wereboar (27 h.p.) dwells 
  here. His immunity to non-magical weapons has 
  given him an edge in recent combats, but the 
  other factions are getting wise and readying silver 
  weapons for his next encounter. He has 500 g.p. 
  and wields a shortsword +2. He keeps a potion of 
  gaseous form in his belt just in case.  
  52. 
  FOUNTAIN. A large fountain in the shape of an ogre 
  in retiarius kit (net and trident, no armor), spouting 
  water from his raging lips into the 10’ across basin. 
  This room is considered neutral territory by all the 
  factions, who all draw water from here.  
  53. 
  SPIRAL STAIRS. The staircase here leads up to Area 
  #119 on Level 3: THE DUNGEONS. Anyone coming 
  down the steps will be investigated by the warriors in 
  Area #54, although they don’t post a regular guard 
  (repeated and costly intrusions via this staircase will, 
  however, change that practice).  
  
   
   
  Level Four: The Lower Dungeons 
  27 
  54. 
  WHITE GYMNASIUM. This entire room has a very tall 
  arched ceiling, is lit by continual light spells, and is 
  completely 
  white-washed, 
  punctuated 
  by 
  gleaming pieces of chalcedony, white marble, 
  and ivory. Various implements of the sort normal for 
  warrior training are here; wasters, targets, etc. At 
  any time, 2-12 warriors of the White faction will be 
  here (from rooms #24 and #72 - #75), engaging 
  in combat training exercises.  
  55. 
  CONTROL ROOM. The western and southern doors 
  are made of metal, with large wheels for 
  doorknobs. They require a combined STR of 40 to 
  open. Magical transportation (passwall, teleport, 
  etc.) will not work in attempting to enter the room. 
  The room itself is lined with metal, with pipes large 
  and small snaking from floor to ceiling with small 
  puffs or streams of steam coming from joints in the 
  pipes. From the ceiling are four metal flower-
  looking projections (one in each direction), and 
  there are hundreds of levers, dials, and knobs. 
  Many of these activate or de-activate some of the 
  traps and covered pits throughout the dungeon, 
  although most are long since broken. If a control is 
  used, roll on the following table to determine the 
  effect: 
     1-4: A light goes on (50%) or off (50%) near 
   
   
   the control. 
    
  5-6: A large gout of steam from one of the 
   
   
   pipes envelops the PC for 2-12 h.p. 
   
   
   damage. 
    
   7: An alarm bell sounds for 30 seconds. 
    
   8: A cream-colored card emerges from the
   
   
   panel, with a clattering noise. It is  
   
   
   covered in a pattern of rectangular  
   
   
   holes. 
    
   9: A voice comes from the nearest flower-
   
   
   shaped projection saying “Are you sure 
   
   
   you want to do that?” 
   10-11: The control (knob, lever, button) comes 
   
   
   off in the PCs hand or clatters onto the 
   
   
   floor after being touched.  
    
  12:  A trap is deactivated somewhere in the 
   
   
   dungeon (not necessarily on this level). 
  The spiral staircase in the middle of the room leads 
  up to Area #116 on Level 3: THE DUNGEONS. Note 
  that it would take at least a quasi-deity of above 
  genius intelligence and knowledge of technology 
  to get this room and the one above it functioning 
  properly.  
  56. 
  GREEN GYMNASIUM. This enormous room is lit with 
  continual light spells, and is decorated in a dazzling 
  array of different hues of green. Malachite 
  predominates as a decorative stone, although 
  mosaics of varying shades of green cover the floor 
  and walls. Various implements of the sort normal for 
  warrior training are here; wasters, targets, etc. Meals 
  for the Greens are also served here, and victory 
  celebrations are held in this room as well. At any 
  given time, 3-12 warriors of the Green faction will 
  be here, mostly from side-rooms A-F, but often from 
  nearby rooms as well, engaging in mock combats 
  to practice their skill at arms.  Those side-rooms 
  house the cream of the green faction. A) A pair of 
  ogres (20, 24 h.p.) with a strongbox containing 450 
  g.p. B) A troll (30 h.p.). C) A group of six neutral 
  dwarven fighters (F4; 23, 24, 24, 26, 27, 29 h.p.; 
  armed with axe and sword; chainmail and shield), 
  each of which has 5 gems. D) A manticore (30 
  h.p.) with a broken wing that did not set properly, 
  rendering him incapable of flight. He has a pile of 
  5,000 e.p. upon which he makes his bed. E) Four 
  hobgoblins (12 h.p. each) of exceptional size and 
  toughness (+1 to hit and damage), with 120 g.p. 
  between them. F) Six orcs (8 h.p. each) with 7 g.p. 
  each.  
  57. 
  STOREROOM. This room holds a variety of different 
  training implements (dumbbells, medicine balls, 
  wooden practice swords) plus mundane supplies 
  such as blankets and bedding, first aid supplies, 
  etc. The Green faction stores their goods here. 
  58. 
  GREEN FACTION BARRACKS (Areas #58 - #59). This 
  door is kept locked from the outside; some of the 
  Green faction’s less enthusiastic supporters are 
  here. Five kobolds (4, 4, 4, 4, 4 h.p.). There are also 
  manacles on the beds, but they are not currently 
  being used. 
  59. 
  DEFECTOR. An elven myrmidon is here, to try his 
  luck with the Green Faction after defecting from 
  the Reds. Ellish Morlinithwaythe (F6, 40 h.p., NE 
  alignment, AC 2 (plate mail +1), armed with a 
  spear +3 and a longsword +2/+3 vs. orcs). He has 
  750 g.p. in a small locked chest under his bed, 
  and carries with him a pouch with 20 gems at all 
  times (even in the arena; he has publically boasted 
  that it is his gift to whomever can defeat him).  
  60. 
  SPIRAL STAIRS. This spiral staircase leads up to Area 
  #106 on Level 3: THE DUNGEONS.  
  61. 
  COVERED PIT TRAP. This pit is 20’ deep with spikes on 
  the bottom. PCs falling into it take 2d6 h.p. of 
  damage, plus must save vs. paralyzation or take 
  additional 1d6 damage.  
  62. 
  TELEPORTER. Anyone entering the last 10’ of this 
  corridor will be teleported to Area #139 on Level 5: 
  THE DEEPS without realizing it.  
  63. 
  BASILISK LAIR. The factions know of this creature (30 
  h.p.) and give it a wide berth, occasionally making 
  offerings to keep it content and far from their 
  locales. The door is naturally ajar. In the chamber is 
  a life-sized golden statue of a warrior in murmillones 
  kit (crested helmet, arm guard, gladius, and 
  oblong shield), worth 8,000 g.p.  
  64. 
  STAIRWAY DOWN. This staircase leads down to Area 
  #114 on Level 5: THE DEEPS.  
  65. 
  CROCODILE PIT. The ledge around the rim of this 
  hexagonal room is both narrow and slippery; it 
  requires a check against Dexterity to avoid falling 
  into the 30’ deep pit, at the bottom of which are 
  three hungry crocodiles (15, 16, 17 h.p.). Note that 
  anyone falling into the pit will take 2d6 h.p. 
  damage from the fall and be treated as 
  automatically surprised by the crocs, and there is a 
  risk of drowning in the 10’ of water at its bottom.  
  66. 
  ELABORATE BLADE TRAP. When the PCs enter this 
  room, they will see an empty room. Cursory 
  
  Castle of the Mad Archmage 
   
   
   
  28 
   
  inspection will show a series of narrow openings in 
  both the ceiling and the walls; four in the ceiling, 
  three in each wall. Entering the room will trigger a 
  number of blades, all exquisitely timed not to hit 
  one another; spinning blades from the walls move 
  in and out, pendulum-type blades swing from the 
  ceiling. Moving 10’ requires a Dexterity check; 
  failure means a 1d10 h.p. hit.  
  67. 
  TREASURE ROOM. The door to this room is locked, 
  and anyone attempting to pick the lock will need 
  to check against being hit by the blades in Area 
  #66. It contains a vast pile of 100,000 c.p. Buried 
  within the pile is a ring of limited wishes, with 2 
  charges; it will not be found by just casually “poking 
  around” the coins; unless they are gone through 
  thoroughly (as in, bagged for transportation) it is 
  95% likely to be overlooked.  
  68. 
  MACHINERY. Both of these rooms contain the 
  machinery that controls the blades that enter into 
  and move in Area #66. There are controls to 
  deactivate the whole mechanism.  
  69. 
  EMPTY ROOM. There are 50 wooden folding chairs 
  here, used to accommodate overflow crowds in 
  the Arena.  
  70. 
  CLOWNS. The walls of this room bear colorful murals 
  of clowns in various caperings, jestings, and so 
  forth. If they are carefully observed, you get the 
  feeling that the clowns’ eyes are following you.  
  71. 
  BLUE STORAGE. The Blue faction stores its equipment 
  here; dumb bells, medicine balls, first aid 
  equipment, food staples and drink, etc.  
  72. 
  WHITE BARRACKS (#72 - #75). There are four 
  hobgoblins here (10, 10, 11, 11 h.p.) armed with 
  morning stars. They each have 10 g.p. 
  73. 
  VEGEPYGMIES. 5 vegepygmies (3 HD; 15, 17, 18, 
  18, 19 h.p.) are here, armed with axes. They have 
  no treasure. Several bunks are empty. 
  74. 
  GOBLINS. Four goblins (6, 6, 6, 6 h.p.) are here, 
  armed with spears and hammers, each with 10 
  g.p. There are several empty bunks here as well; 
  the whites have been losing warriors in the Arena as 
  of late.  
  75. 
  MAIN BARRACKS. This long room has three human 
  warriors (F2; 12, 13, 13 h.p.; AC 4 (chainmail & 
  shield)) armed with longswords, a verbeeg named 
  Jake (34 h.p., AC 3, 18/65 STR), and five kobolds (3, 
  3, 3, 3, 4 h.p.) armed with shortswords and javelins. 
  Each has 10 g.p. except for Jake, who has 40 g.p. 
  because of his position as the White faction’s 
  “ringer”. There are eight empty bunks here as well.  
  76. 
  BLUE GYMNASIUM. This vast room is lit with continual 
  light spells, and is decorated with various shades of 
  blue tiles and stones, with azurite and blue quartz 
  as highlights. It is filled with the stuff of fight training; 
  dummies, 
  targets, 
  wooden 
  wasters, 
  etc. 
  In 
  addition, when the many victory celebrations of the 
  Blue faction are held, they are held here, as are 
  ordinary mealtimes. At any given time, 3-12 warriors 
  of the Blue faction will be here training at arms.  
  77. 
  BLUE TRAINER. Horvis Nuthratch (Half-orc F9/C4; 60 
  h.p.; AC 0 (banded mail +2, DEX); CE align.; spells 
  memorized: cause fear, light, cure light wounds 
  (x2), hold person (x2), but on days when there is a 
  fight in the Arena, he will substitute a chant spell for 
  one of them, to use on behalf of his warriors, in 
  contravention of the rules) dwells here, leading his 
  Blue faction to greatness. Almost no one realizes he 
  is a cleric of the god of fire and volcanoes, and he 
  likes to keep it that way, the better to surprise 
  enemies who do not suspect his spell casting 
  abilities. He wields an iron club +3, has a periapt of 
  proof against poison +3, wears a ring of telekinesis 
  (1,000 g.p. max), and a pearly white ioun stone 
  circles his head (regenerates 1 h.p. per round). He 
  is not above using his magical items (particularly 
  the ring) to cheat on behalf of his faction in the 
  Arena, and thus far has been clever enough to 
  avoid detection. He carries 75 p.p. on his person. 
  Sometimes, he will watch his men fighting from the 
  observation room A.  
  78. 
  WINE STORES. Harvis Nuthratch has a great store of 
  wine here (12 large casks and over three hundred 
  bottles) which he uses as rewards and celebrations 
  for his victorious faction. He also tends to get drunk 
  on his own supply after the daily training regimen 
  has been concluded. Each cask is worth 50 g.p. 
  and weighs 100#; each bottle is worth 1 s.p.  
  79. 
  STAIRCASE. This staircase leads to Area #137 on 
  Level 3: THE DUNGEONS.  
  80. 
  BLUE TREASURY. The Blue faction keeps its hoarded 
  wealth here; three large locked chests contain 
  1,000 
  p.p., 
  10,000 
  g.p., 
  and 
  6,500 
  g.p., 
  respectively. The third also contains a small box with 
  35 gems, not less than 50 g.p. value.  
  81. 
  BLUE BARRACKS (Areas #81 - #84). Two trolls (30, 34 
  h.p.) dwell here, the stars of the Blue faction. Each 
  has 115 g.p. in a sack under its cot.  
  82. 
  MONGRELMEN. This chamber holds six mongrelmen 
  (3 HD; 13, 13, 14, 15, 15, 16 h.p.), each armed 
  with morning stars and carrying 25 g.p. 
  83. 
  LIZARD MEN. Seven lizard men (of the more 
  intelligent sort) are here as warriors for the Blue 
  faction (6, 6, 7, 7, 7, 7, 8 h.p.). They are armed with 
  spears and clubs, and each has 25 g.p.  
  84. 
  LIZARD KINGS. Two lizard kings (40, 45 h.p.) are 
  here, armed with their characteristic tridents. Each 
  has 90 g.p.  
  85. 
  COVERED PIT TRAP. 20’ deep with spikes (2d6 h.p. 
  damage, save vs. paralyzation or take an 
  additional 1d6 h.p. damage). A lever in the secret 
  passage just south of the trap will lock it in place.  
  86. 
  STAIRCASE. This staircase leads to Area #124 on 
  Level 5: THE DEEPS. In the 11th step from the top is 
  built a drawer; it will not be detected unless the 
  stairs are carefully examined. It contains a ring of 
  wishes with a single charge remaining.  
  87. 
  EMPTY ROOM. It is swept and neat.  
  88. 
  STUDY. There is a large desk here with a continual 
  light lamp providing excellent illumination on its 
  surface. A well-worn padded chair is here as well, 
  and several stacks of parchment, quills, and 
  inkwells are on the desk. The parchment is already 
  marked out in a grid pattern (similar to an 
  accountant’s ledger).  
  
   
   
  Level Four: The Lower Dungeons 
  29 
  89. 
  WELCOME TO GAMMA ‘HAWK. One round after this 
  dead-end tunnel is entered, it will fill with sleeping 
  gas (no save; only those immune to magical sleep 
  are unaffected). One round after that, all within will 
  be teleported to the far future, after the world has 
  undergone a nuclear/bioweapon holocaust and is 
  populated by a variety of mutants wielding super-
  technology. They will wake 30 minutes later in their 
  new surroundings (or two thousand years later, 
  depending on how you look at it). Getting back via 
  time-machine should not be an insurmountable 
  task, if the game master chooses to make it so… 
  90. 
  HALFLING ENTREPRENEURS. Two intrepid halflings 
  make their home here, having set up the 
  concession stand in Area #93. The brothers Jeseph 
  and Vilrik Hottlebrim both dwell here (both F/T 4/7; 
  36, 40 h.p.; AC 4 (leather & DEX)). Jeseph is armed 
  with a shortsword +2 and a dagger +2, and has a 
  cloak of elvenkind and a ring of free action. Vilrik is 
  armed with a dagger of venom and has potions of 
  extra healing, invisibility, human control, and 
  levitation. Each carries on his person 70 g.p. and a 
  key to Area #91. 
  91. 
  HALFLING TREASURY. This door is locked; both 
  Jeseph and Vilrik have keys. If anyone attempts to 
  open the door without the proper key, a spray of 
  acid will cause 5d8 h.p. damage to all within 5’ of 
  the door (save vs. breath weapon for half 
  damage). Inside are three large locked chests. The 
  first contains 8,000 c.p. The second has 2,000 bz.p. 
  and 3,000 s.p. The third contains 3,000 g.p., eight 
  pieces 
  of jewelry, and 24 gems. A false 
  compartment in the rear of the second chest also 
  contains seven vials of a special ingested poison; a 
  dose will cause the victim to become weak and 
  uncoordinated, losing 2 points of CON and 2 points 
  of DEX for 4 hours, as well as incurring a -2 “to hit” 
  penalty. The halfling brothers have, coincidentally, 
  been doing very well at betting in the Arena lately.  
  92. 
  FALSE DOOR TRAP. At the end of the corridor is a 
  false door. The pit is 30’ deep and has a foot of 
  brackish water in the bottom. Characters falling in 
  will take 3d6 h.p. of damage. The water conceals 
  a 500 g.p. diamond that radiates magic if 
  detected for.  
  93. 
  CONCESSION STAND. The door to this room opens in 
  halves, with a small ledge on the top of the bottom 
  half. An enterprising pair of halflings (see Areas #90 
  - #91) have set up this room as a food vendor stall 
  during the various bouts in the Arena. The fare is 
  cheaper and often better than that found in the 
  betting parlor (Area #113). This room is the kitchen 
  (the food is all sold “to go” through the door) and 
  room A is the store room. There is a strongbox with 
  13 s.p., 587 c.p., and 225 bz.p. Some items from 
  the menu: 
    
  - Giant rat kebab western style (2 c.p.) 
    
  - Boneless bat on a stick (1 c.p.) 
    
  - Slumgullion (1 bz.p.; in a bread bowl, 1 c.p.) 
    
  - Bowl ‘o toadstools (2 c.p.) 
    
  - Grilled giant centipede on a roll (1 c.p.) 
    
  - Cup of wine (2 c.p., supply your own cup) 
    
  - Mulled wine (3 c.p., ditto) 
    
  - Hot n’ spicy fried batwings (1 c.p.) 
    
  - Deviled “kockatrice” eggs (3 c.p.) 
    
  - Famished Fighter Platter (2 kebabs, a bowl o’  
    
    toadstools, & batwings, all served on a bed of  
    
    “rice”; 1 s.p.) Patrons are advised not to ask  
    
    what the “rice” is, exactly, ‘cause it ain’t rice. 
  94. 
  BLUE BARRACKS (#94 - #99). 6 human heroes (F4; 
  22, 23, 23, 23, 24, 25 h.p.; AC 4 (chain & shield)) 
  armed with longswords and daggers. Each has 25 
  g.p. 
  95. 
  HEAVY HITTERS. Two trolls (30, 32 h.p.) and an ogre 
  (29 h.p.). Each has 35 g.p. 
  96. 
  GOBLINS. 7 goblins (5, 5, 6, 6, 6, 7, 7 h.p.) armed 
  with spears and short swords. Each has 15 g.p. 
  97. 
  HOBGOBLINS. 5 hobgoblins (7, 7, 7, 8, 8 h.p.) 
  armed with morning stars and halberds. Each has 
  25 g.p. 
  98. 
  SPHINX. A criosphinx dwells here (55 h.p.), a 
  particular rival of the manticore belonging to the 
  Green faction. It has a great stone treasure chest 
  filled with 4,000 e.p. 
  99. 
  SMALL FOLK. Three gnomes (F3; 20, 22, 23 h.p.; AC 
  3 (plate mail)) armed with spears and shortswords. 
  Also two halflings (T4; 15, 16 h.p.; AC 6 (leather & 
  DEX)) armed with shortsword and dagger. Plus a 
  korred (29 h.p.). Each has 45 g.p.; the korred has 
  six gems as well.  
  100. LOWER ANTECHAMBER. This was the place where 
  the lord of the games would prepare for his grand 
  entrance. There are benches, hangers for robes, 
  etc. It is not used today.  
  101. LORD’S 
  ANTECHAMBER. 
  This 
  was 
  where 
  final 
  adjustments were made prior to the grand 
  entrance. It leads to the Lord’s Box, (Area #102-B), 
  which is accoutered with three plush chairs plus a 
  (now-tattered and faded) throne.   
  102. ARENA. This entire area is brightly lit with continual 
  light spells. The floor of the pit is covered with a 
  foot-deep layer of sand, beneath which is worked 
  stone. The benches (A) on either side of the arena 
  are 10’ above the level of the sand, and are three 
  deep, rising slightly as they go towards the walls. 
  There are sharpened iron spikes along the top of 
  the wall to discourage those in the pit from 
  climbing up. The ceiling is a full 50’ or so above the 
  floor of the arena, allowing for some flight. The 
  Lord’s Box (B) is 20’ above the surface of the pit, 
  and cannot be reached easily from the stands 
  themselves, but rather from rooms #100 and #101. 
  The two huge doors at either end of the arena are 
  bronzewood banded with iron, leading to rooms 
  #109 and #118. Much gambling takes place 
  during such combats, naturally. If the PCs enter the 
  place, there is a 10% chance a combat will be 
  going on. Games are held no less often than once 
  every sennight. Undead and magical creatures are 
  not ordinarily permitted as combatants, and 
  spellcasting is likewise prohibited.  
  103. BLUE ANTECHAMBER. This smallish room is lit with 
  continual light spells, and is decorated with blue 
  tiles throughout. Those spectators who favor the 
  
  Castle of the Mad Archmage 
   
   
   
  30 
   
  Blue faction wait here before entering the Arena. 
  Padded benches line the walls.  
  104. EMPTY ROOM. Bloodstains on the floor, old 
  bandages, etc 
  105. SMALL LIBRARY. Several bookcases are against the 
  north and west walls, and five chairs are distributed 
  around the room. The hundred or so books are all 
  on the subject of physical training, tactics, 
  gladiatorial combat, etc. Each would be worth 20 
  g.p. to an interested collector. One of them 
  (determine randomly; 1 on 1d% if the books are 
  examined) is hollowed out and contains a key to 
  room #107 on this level, the door to which is 
  otherwise locked.   
  106. WHITE ANTECHAMBER. This rather small room is lit 
  with continual light spells, and is adorned in 
  gleaming white tile. Those who are patrons of the 
  White faction enter the Arena through this room. 
  There are a number of seats around the periphery 
  of the room.  
  107. DIVINATION ROOM. This room is locked, although 
  the key can be found in Area #105. It is covered 
  with mystical runes and sigils; any spell of the 
  divination type will be accomplished at maximum 
  effectiveness, or at a +2 (or 10%) bonus, 
  whichever is applicable.  
  108. BEAST HANDLERS. Two heroes (human, dwarf; F4; 
  30, 30 h.p.; AC 7 (studded leather)) armed with 
  whips, spears, and short swords, dwell here. They 
  spend most of their time in the southern beast-pens 
  (Area #110) and will surely be there if a match is 
  going on in the Arena. There is a 25% chance one 
  of them is there, 50% chance they both are. They 
  carry 25 g.p. on their persons, and have a small 
  concealed chest here with 500 g.p. 
  109. STAGING ROOM. The large double-doors to the 
  north can be opened by the large lever in Area 
  #110. Those entering the Arena (Area #102) wait 
  here until the match begins.  
  110. SOUTHERN BEAST PENS. This is where creatures are 
  kept to fight against one another, or against 
  champions of the Factions. The beast handlers 
  from Area #108 are most likely here. The floors of 
  the cages are covered with dirty straw, and various 
  goads, leashes, etc. hang on the walls. The game 
  master can populate the holding cages as he sees 
  fit, but it is suggested that if the PCs enter this room 
  (or are captured themselves and forced to fight!), 
  cage B holds a giant crocodile (36 h.p.); cage D 
  holds a hippogriff (20 h.p.); cage E holds a 
  margoyle (35 h.p.).  
  111. GREEN ANTECHAMBER. This smallish room is lit with 
  continual light spells, and is decorated with 
  different 
  hues 
  of 
  green 
  tile. 
  Malachite 
  predominates as a decorative stone, although 
  mosaics of varying shades of green cover the floor 
  and walls. Those spectators who champion the 
  Green faction wait here before entering the Arena. 
  Padded benches line the walls.  
  112. STAIRS. This staircase leads to Area #128 on Level 5: 
  THE DEEPS.  
  113. BETTING PARLOR. This chamber is also lit by 
  continual light spells, and is well and comfortably 
  appointed with overstuffed chairs and couches, 
  tables, etc. Members of all factions come here to 
  place wagers on the games in the Arena. A large 
  (10’) panel on the east wall displays a real-time 
  visual image of Area #102. Drinks and tidbits are 
  often sold here, as well. The leaders of the factions, 
  as well as 2-5 members of each, plus, at the game 
  master’s discretion, 1-6 special guests (either NPCs 
  from the campaign, or from other levels of the 
  dungeon).  
  114. STRONG ROOM. Only the leaders of the factions 
  have keys to open the strong iron door to this room. 
  In here are kept wagers made during the matches. 
  At any given time, this room will have 5-8,000 s.p., 
  2-6,000 g.p., 11-20 gems, and 2-4 pieces of 
  jewelry. There are no guards; anyone stealing even 
  so much as a single coin will be cursed, losing 1 
  h.p. per day until it is returned.  
  115. PURPLE ANTECHAMBER. The Purple faction once 
  entered through this room to the stands to cheer 
  their gladiators on. It is currently used by the gnolls 
  in Areas #123 – 126, although the other factions 
  feel that is somewhat presumptuous; given the so-
  called Grey faction’s conspicuous lack of success. 
  It is covered in the same tiles of mauve, lavender, 
  and plum found in Area #36, and has the same 
  holes where more precious stones have been 
  removed. There are padded benches around the 
  walls of the room.  
  116. RED ANTECHAMBER. Those loyal to the Red faction 
  will assemble here before all the factions enter the 
  Arena seating (Area #102-A) simultaneously. The  
  room is lit by continual light spells, and the walls 
  and ceiling are covered in red tiles, plus semi-
  precious stones of red hue punctuate the tableau. 
  Padded seats line the walls.  
  117. STAIRS. This staircase leads to Area #33 on Level 6: 
  THE LABYRINTH.  
  118. STAGING ROOM. The large double-doors to the 
  south can be opened by the large lever in Area 
  #119. Those entering the Arena (Area #102) wait 
  here until the match begins.  
  119. NORTHERN BEAST PENS. This place is very similar to 
  Area #110; straw-strewn floors, goads and leashes 
  on the walls, etc. Cage A holds a giant scorpion 
  (30 h.p.), cage C has a bonesnapper (18 h.p.), E is 
  home to a hook horror (22 h.p.), and H has a 
  displacer beast (29 h.p.). The handlers from Area 
  #120 (q.v.) are likely to be here.  
  120. BEAST HANDLERS. A pair of heroes (gnome, half-elf; 
  F4; 28, 29 h.p.; AC 7 (studded leather)) armed with 
  whips, spears, and clubs. Each carries 25 g.p. on 
  them, and they have a small locked chest with a 
  poison needle trap on the lock (save vs. poison or 
  die) with 1,000 e.p. There is a 25% chance one of 
  them is in Area #119, 50% chance they both are. If 
  a match is going on in the Arena, it is certain they 
  both will be in the pens.  
  121. SHRINE. A large statue of the god of athletics, 
  sports, and wrestling is in the center of this room. 
  
   
   
  Level Four: The Lower Dungeons 
  31 
  The walls are decorated with frescoes depicting 
  various 
  forms 
  of 
  sporting 
  contest; 
  wrestling 
  matches, boxing, gladiatorial games, barroom 
  brawls, etc. There is a slot at the base of the statue; 
  often the warriors will put a coin into it, seeking the 
  blessing of the god. It has no actual effect.  
  122. TENTACLES. Anyone entering this room will alert the 
  thing (or things) that dwells in the extra dimensional 
  space touched at the back of the four small 
  tunnels on the north and east walls. Each tunnel will 
  produce a tentacle that can extend a full 10’ from 
  its hole, and possesses the equivalent of 18/75 STR. 
  They will attack as a fifth level fighter, and an initial 
  hit indicates that the tentacle has grabbed its 
  target. On the following round, it will automatically 
  do 1d8 h.p. of damage. Only a successful bend 
  bars/life gates roll can remove the tentacle; doing 
  a total of 20 h.p. of cutting damage will cause it to 
  release its prey and retreat back into the corridor. 
  One round later, the damaged tentacle will be 
  replaced by a new and undamaged one. There is 
  an effectively limitless supply of such tentacles. If a 
  tentacle successfully crushes the life out of a victim, 
  that one will be dragged into the corridor, never to 
  be seen again.  
  123. GREY FACTION (Areas #123 - #126). This smallish 
  band of gnolls has heard of the Arena and are 
  here with the notion of starting their own faction. 
  They have not been too successful in the combats, 
  and the factions have tolerated their presence, 
  knowing that the survivors will likely be absorbed into 
  one or more of the already-existing factions. This 
  room holds five gnoll warriors (14, 14,  14, 15, 15 
  h.p., armed with battle axes). Each has 2d8 e.p. 
  and 2d6 g.p. They call themselves the Grey 
  faction, but the other factions call them the Moth-
  eaten faction.  
  124. GNOLLS. Six more gnoll warriors of the Grey faction 
  are here (12, 12, 13, 15, 15, 16 h.p., armed with 
  morning stars). Each has 2d8 e.p. and 2d6 g.p.  
  125. GNOLLS. Three gnolls are here (12, 13, 14 h.p., 
  armed with two-handed swords), but there are a 
  total of nine bunks. Each has 2d8 e.p. and 2d6 
  g.p. 
  126. GREY LEADER. The leader of this raggedy band of 
  gnolls is here (3 HD, 20 h.p., armed with two-
  handed sword). He has their meager treasure 
  hidden in a box under his own bed; 100 g.p. and 
  150 e.p. He is desperate to see his intended new 
  faction do well.  
  127. HOLE. There is a ragged hole in the floor here, 
  open, approximately 4’ across and 10’ deep. It is, 
  in fact, a portable hole, but not self-evidently so. 
  [DESIGNER’S 
  NOTE: 
  Gary 
  Gygax 
  related 
  an 
  anecdote where one of the players in the original 
  Greyhawk campaign found the first portable hole in 
  and out-of-the-way “dead-end corridor behind a 
  gnoll lair.”] 
  128. BLOCK TRAP. Anyone entering this 10’ section of 
  hallway will set off a sliding block trap; a 10’ section 
  of the western wall will slam into the hallway, doing 
  3d8 h.p. of damage to anyone who fails a saving 
  throw vs. paralyzation. It immediately retracts and 
  resets.  
  129. BROWN MOLD. An infestation of brown mold covers 
  this room and the corridors in either direction 10’.  
  130. RED BARRACKS. A number of cots are haphazardly 
  arranged around the room, along with improvised 
  cooking pots and so forth. The main body of the 
  red faction quarters here. 6 orcs (5, 5, 5, 6, 6, 6 
  h.p.) armed with battleaxe and spear. 3 gnomes 
  (each a F2; 11, 13, 14 h.p.) armed with clubs and 
  spears. And 4 men (F3; 20, 20, 22, 22 h.p.; AC 4 
  (chain & shield)) armed with longsword and spear. 
  Each has only 2d6 g.p. on them; the Red faction 
  has not been doing well as of late. The corridors are 
  covered with tapestries not so much for decoration 
  or obfuscation as warmth and privacy. 
  131. TELEPORTER. Anyone entering the last 20’ of this 
  corridor will be teleported without knowing it to Area 
  #146. 
  132. THE FLAME PRINCESS. Those looking into this circular 
  chamber will see a pillar of fire floating in mid-air 
  within a magic circle, and hear the sound of a 
  woman weeping, as if lamenting her fate. This is 
  actually a fire elemental of special nature; it 
  possesses only 6 HD (22 h.p.), having not been 
  summoned to this plane by usual means, but 
  brought here via the strange magics of the Mad 
  Archmage (it is one of the rare females of its type). 
  The Red faction keeps it here as a mascot. It is 
  imprisoned within the magic circle drawn upon the 
  floor; it cannot move beyond this boundary unless 
  the circle is breached somehow. If the princess is 
  freed, it will attack mindlessly until destroyed, 
  spouting great torrents of profanity as it does so. 
  However, if it hears the proper magical formula (“Oi 
  maamme, Suomi, synnyinmaa!”) it will attach itself 
  to the person who spoke the formula and serve 
  them faithfully for 1d4 days before departing for its 
  home plane. Note that instructions given to the 
  Flame Princess must be explicit; it is extremely 
  literal-minded and will not act beyond the strictest 
  interpretation of its instructions.  
  133. RED GYMNASIUM. This entire room has a very tall 
  arched ceiling, is lit by continual light spells, and is 
  completely decked out in red. The walls and ceiling 
  are covered in red tiles, and the light spells give the 
  whole place a hellish glow. Various implements of 
  the sort normal for warrior training are here; wasters, 
  targets, etc. Meals for the Reds are also served 
  here, and victory celebrations are held in this room 
  as well. At any given time 4-9 warriors of the Red 
  faction will be here in practice (from Areas #130 
  and #134-138).  
  134. STORE ROOM. This room holds exercise equipment 
  (dumbbells, padded wasters, helmets, etc.) as well 
  as first aid supplies and some foodstuffs.  
  135. OGRE. One of the few heavy hitters left in the Red 
  faction (21 h.p.). It has 30 g.p. and a large golden 
  necklace worth 75 g.p., given it by Jikk Vishta as a 
  last ditch effort to keep him from leaving.  
  136. RED TRAINER. Jikk Vishta (M7; AC 5; 20 h.p.) dwells 
  here in a Spartan room. He is on the run from his 
  
  Castle of the Mad Archmage 
   
   
   
  32 
   
  evil order of red monks, whom he has betrayed 
  and who would kill him if they found him. He keeps 
  a locked and trapped chest (releases sleeping 
  gas; save vs. poison or fall asleep for 1d6 turns) 
  which has 4,000 e.p. and 2,000 g.p. He is aware of 
  the secret passage from this room and all the 
  secret doors which open into it.  
  137. MINOTAUR. Jikk’s secret weapon, a recently-
  recruited denizen of the lower levels, persuaded to 
  fight for the Red faction (37 h.p.), armed with a 
  large halberd it can swing with a weapon speed of 
  4 due to its great strength). It has been given a 
  goodly sum for its efforts; two chests hold 1,000 e.p. 
  each, with the promise of more to come.  
  138. EMPTY ROOM. Former sleeping quarters for six, 
  deserted for some time.  
  139. WATER ROOM. Two large metal basins are along 
  the north wall of this room. They are constantly filled 
  (6” deep) with water by magical means; the left 
  cold and the right very warm but not dangerously 
  hot. Drinking or removing some of the water will not 
  lower the level; washing in either will not make the 
  water dirty. The water itself has no particular healing 
  powers; it is ordinary water.  
  140. TELEPORTER. Anyone in the last 20’ of this corridor will 
  be teleported (one way and undetected) to Area 
  #56 on Level 6: THE LABYRINTH.  
  141. MOLDY ROOM. This room is covered in yellow mold. 
  A scattering of 19 g.p. is under the stuff.  
  142. SUBTLE SLOPE AND STAIR. The sloping passage will 
  not be detected by normal means; dwarves, etc. 
  have a chance to detect it. Combined with the 
  stairs, it could lead PCs to believe they have 
  moved to a different level of the dungeon.  
  143. MOONLIT GARDEN. When this room is entered, PCs 
  will see a large outdoor scene; it is nighttime and 
  the moons are both visible. A myriad of trees and 
  bushes are here, there is a faint breeze, and the 
  songs of night-birds can be heard. Walking along 
  the grassy path leads to a variety of night-blooming 
  flowers. This place can be explored for several 
  hours, and for every turn spent exploring, there is a 
  10% chance they will become lost and unable to 
  find their way back to the entrance. This whole 
  place is an illusion, and those who successfully 
  disbelieve will see a plain room, with their still-
  believing companions simply standing in the 
  middle, staring off into space. A dispel magic spell 
  will disrupt the illusion for 1 turn.  
  144. EMPTY ROOM. Old confetti and streamers on the 
  ground.  
  145. SINKING ROOM. 1 round after this room is entered, 
  the door will shut and it can be felt to descend into 
  the ground. After 2 rounds, the door unlocks. In 
  reality, the room will not have moved at all; it 
  merely felt like it did.  
  146. TELEPORTER LANDING. Those teleported from Area 
  #131 will arrive here. The teleportation effect is one-
  way.  
  147. WOOD SHOP. There are several work benches, 
  stores of lumber in various sizes and types, tools, 
  and so forth. Sometimes the factions will use this 
  place to repair shields, weapon-hafts, etc.  
  148. STAIRS. This staircase leads to Area #40 on Level 5: 
  THE DEEPS.  
  149. SUBTLE SLOPE. This sloping passage will not be 
  detected by normal means; dwarves, etc. have a 
  chance to detect it. It leads to Area #34 on Level 
  5: THE DEEPS.  
  150. EMPTY ROOM. Assorted trash and offal.  
  151. ZOMBIES. A dozen zombies (8, 9, 9, 9, 10, 11, 12, 
  12, 13, 14, 14, 15 h.p.) are in this room, with orders 
  to destroy anyone entering.  
  152. MAKESHIFT CRYPT. An exploring necromancer had 
  himself interred here after suffering fatal wounds 
  while exploring alone. He set the zombies as guards 
  before finally expiring. He himself has transformed 
  into a mummy (29 h.p.) and will rise off his 
  makeshift bier to attack intruders. He wears a 
  necklace of missiles (with 1x6, 2x4, and 2x2 
  missiles). Note that a magical fire attack has a 
  chance of detonating all the remaining missiles… 
   
  
   
   
  Level Five: The Deeps 
  33 
  Level Five: The Deeps 
   
  This level held both the torture chambers and the 
  majority of the magical laboratories of the Mad 
  Archmage. A great open central area runs through the 
  middle of the place, populated by many of the weird 
  hybrid creatures created over the years in the 
  laboratories.  
   
  It has direct access to levels 4, 5A, 6, and 7. There are 
  three maps: north, center, and south.  
   
  Table 5.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  Ochre jelly 
  2 
  Gelatinous cube 
  3 
  3d4 giant centipedes 
  4 
  Black pudding 
  5 
  Floating pearlescent bubble causes 5d6 (10' 
  radius) damage if touched; 1 in 6 has a gem. 1 
  in 6 glows as a torch. 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room  
  11 
  Pick monster from adjacent level (50% chance 
  it is a faction patrol from Level 4: THE LOWER 
  DUNGEONS on a raid to secure new warriors or 
  creatures for the Arena). 
  12 
  Dungeon Dressing (use table 5.2) 
   
  Table 5.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Pipes run from floor to ceiling. They are damp.  
  2 
  Empty potion bottle.  
  3 
  Faint scent of roses.  
  4 
  Sound of a hammer on metal in the distance.  
  5 
  Niter on the walls.  
  6 
  Empty leather scroll case.  
  7 
  Red X on the floor (5’ across). 
  8 
  Bent and rusted dagger.  
  9 
  3’ wide puddle.  
  10 
  Dead pigeon.  
  11 
  4” long tooth.  
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  SUBTLE SLOPE. This hallway slopes up at an angle 
  low enough that it cannot be ordinarily detected. It 
  can be detected by dwarves, etc. It leads to Area 
  #23 on Level 4: THE LOWER DUNGEONS.  
  2. 
  SPIRAL MOSAIC. Worked into the stone floor of this 
  room is a mosaic of green and purple tiles. It starts 
  in the middle of the room as a spiral, which winds 
  outward and eventually leads to a path 8” wide 
  that leads in a meandering way down to Area #3. 
  It will dimly radiate magic if detected for; see Area 
  #6 for more information about the nature of the 
  mosaic path. There is a secret room here (A) which 
  contains a Greater Skeleton (3 HD, 15 h.p., turn as 
  a ghoul, otherwise as a normal skeleton). It wears a 
  golden necklace worth 110 g.p. Four sealed 
  pottery crocks are in the corner, one of which holds 
  a map showing the layout of the bat caves on 
  Level 4: THE LOWER DUNGEONS (Areas #27 -#34).  
  3. 
  KNOTWORK MOSAIC. The green-and-purple mosaic 
  from Area #2 continues here, but the trail expands 
  into a large knotwork pattern that fills most of the 
  floor. The pattern is complex, and made more 
  difficult by the fact that it twists and turns back on 
  itself several times. Those attempting to walk the 
  mosaic will have a 25% chance of becoming 
  disoriented and losing the path, with a 5% bonus 
  per magical attack adjustment for having a high 
  Wisdom score. The path eventually winds its way 
  out the south corridor to Area #4. 
  4. 
  THE MOSAIC CONTINUES. The purple-and-green 
  path dips into this room and then back out; the 
  path goes around the perimeter of the room and 
  then back out the same passage, along to Area 
  #5. In one corner of the room is a metal barrel with 
  a lid on it. If opened, it contains various trash and 
  offal; fish bones, broken glass, crumpled up soggy 
  paper, etc. There is some indecipherable writing on 
  the exterior. If a comprehend languages spell or its 
  equivalent is used, it reads “KEEP YOUR DUNGEON 
  BEAUTIFUL”.  
  5. 
  ANTECHAMBER. The purple-green path comes from 
  the eastern corridor and disappears under the 
  door. Note that the door is locked, and taking the 
  time to pick the lock or break it down will spoil the 
  effect of walking the path (see Area #6 for details).  
  6. 
  CONJURING LABORATORY. This large room with a tall 
  vaulted ceiling is notable for the decorations on its 
  floor; no fewer than two dozen magic circles, 
  pentacles, thaumaturgical circles, and so forth, 
  cover the floor. Some are of gold or silver, inlaid 
  directly in the floor, some are painted, still others 
  are composed of powder, poured on the floor in 
  exquisitely intricate fashion. They range in size from 
  5’ to 15’ or so. All radiate magic if detected for, 
  and each is keyed to a particular type of 
  conjuration. Any magic-user casting the proper 
  spell in the proper circle does so at maximum 
  effectiveness (i.e., conjured elementals will never 
  turn on their summoners, demons summoned by 
  cacodemon spell fail their saving throws, monster 
  summoning spells produce the maximum number 
  of creatures, etc.). The purple-green path that 
  originates in Area #2 ends in a similar spiral in the 
  middle of this room. If a magic-user takes the time 
  to walk along the entire path, uninterrupted, from 
  the spiral in Area #2 to the one here, he or she will 
  also gain the ability to cast conjuration spells as if 
  they were a magic-user of two levels higher. This 
  
  Castle of the Mad Archmage 
   
   
   
  34 
   
  effect will last for 3 hours. Note that it does not allow 
  the magic-user to memorize spells that would 
  otherwise not be available due to the level of the 
  caster, but it could impact the durations of spells 
  already memorized, chances for scrolls to misfire, 
  etc. Walking the path will generally take 30 minutes 
  (random encounter checks will still apply). The 
  north, south, and east doors to this room are 
  locked.  
  7. 
  CONJURING LIBRARY. Rafesh, a djinn (37 h.p.) is 
  here, charged with guarding the contents of this 
  library from those who would steal from its contents. 
  He is bound here for a total of 101 years, and has 
  37 years to go in his servitude. If approached in a 
  non-threatening manner, he will prove an urbane 
  and civilized host, pointing out some of the most 
  interesting volumes in the library, offering the PCs 
  the strong and sweet tea of Zeif, and generally 
  being appreciative of the company. However, if 
  anyone attempts to remove any of the books from 
  the room, he will attack with all due ferocity, and his 
  instructions allow him to leave the room to pursue 
  thieves. The room contains 29 rare volumes on the 
  art of conjuring, the various denizens of the planes, 
  and so forth. Titles include Dornat’s ECOLOGY OF 
  THE ASTRAL PLANE, Gregor Menth’s A CASE FOR THE 
  EXISTENCE OF A DEMI-ELEMENTAL PLANE OF GLASS, 
  LEGAL PRECEDENT APPLIED TO DIABOLIC CONTRACTS 
  by 
  Thurin 
  Glasgool 
  L.D., 
  and 
  THE 
  ARCANE 
  GEOMETRY OF MAGIC CIRCLES, author unknown.  
  8. 
  STORAGE. This room has a variety of shelves, most 
  of which are empty. There are, however, a half-
  dozen earthenware jars which hold different 
  powders, which can be used to create particularly 
  efficacious magic circles such as are found in Area 
  #6. They are worth 100 g.p. each to a magic-user 
  or alchemist knowledgeable in such matters.  
  9. 
  PLANARLABE. This room is dominated by an 
  enormous clockwork mechanism of brass and 
  steel, with panels of crystal, all of which are 
  obviously intended to move in a predetermined 
  pattern around the central hub. A huge (5’ 
  diameter) wheel is set into the floor. If the wheel is 
  turned with a combined strength of 30 or more, the 
  various enormous gears and wheels will begin to 
  move, and a dial, also set into the floor around the 
  circumference of the whole, will move slightly. The 
  whole device is a means of determining the 
  movements and motions of the various planes of 
  existence in relation to one another, which has 
  obvious implications for the art of conjuration. The 
  device is built into the room and cannot be 
  removed without destroying it.  
  10. 
  TROLLS (Areas #10 – 13). A band of trolls has taken 
  up residence in this area; they will most certainly 
  come to each others’ aid if attacked, although 
  they are too dimwitted for coordinated attacks or 
  ambushes. Three of the green beasts dwell in this 
  room (32, 34, 35 h.p.). They are on friendly terms 
  with the ogres in Areas #66 - #69, and will come to 
  their aid (and seek it) if needed. There is a 15% 
  chance that 1-2 ogres from Areas #66 - #69 will be 
  here as well. 
  11. 
  TROLLS. 4 live in this room (33, 35, 36, 37 h.p.). 
  There is a 15% chance that 1-3 ogres from Areas 
  #66 - #69 will be here as well.  
  12. 
  TROLLS. 4 more live here (34, 36, 37, 37 h.p.). There 
  is a 15% chance that 1-3 ogres from Areas #66 - 
  #69 will be here as well. 
  13. 
  TROLL TREASURY. The band of trolls keeps their 
  treasure in this room; 13 large sacks contain a total 
  of 2,000 s.p., 4,000 e.p., 6,000 g.p., and 6 gems.  
  14. 
  EMPTY ROOM. The walls are whitewashed, save for 
  a graffito “GREENS RULE, BLUES DROOL.” 
  15. 
  FROGS. The walls are lined with shelves which 
  contain 177 crudely sculpted earthenware frogs. 
  Each is hand-made, so all are slightly different from 
  one another, but none is particularly sinister looking. 
  They are worth approximately 5 s.p. each (although 
  they would likely have to be sold one at a time, as 
  few would want so many at once). They are 
  breakable; each requires a save vs. crushing blow if 
  they are simply tossed into a backpack without 
  regard to cushioning them against damage.  
  16. 
  BUGBEAR LAIR (Areas #16 - #21). A band of 
  bugbears has taken up residence in this corner of 
  this level. They are on good terms with the trolls in 
  Areas #10 - #13. There is always a guard here of 
  four warriors (13, 14, 15, 15 h.p.; armed with spears 
  and morning stars). Each has 20 c.p., 15 s.p., 6 
  e.p., and 4 g.p. If a bugbear patrol is indicated as 
  a random encounter, recall that they surprise 50% 
  of the time.  
  17. 
  BUGBEAR BARRACKS. 11 warriors (13, 13, 13, 14, 14, 
  15, 15, 16, 17, 17, 18 h.p.) armed with throwing 
  axes, spears, and longswords, and a leader (4 HD, 
  23 h.p.; AC 4, +1 to damage) armed with throwing 
  hammer and broadsword. Each has 22 c.p., 14 
  s.p., 5 e.p., and 8 g.p. 
  18. 
  BUGBEAR SUB-CHIEF. Gekk, the sub-chief of the 
  band, dwells here (4 HD, 25 h.p., AC 4, +1 to 
  damage) armed with a two-handed sword and 
  throwing mace. He has 30 c.p., 17s.p., 6 e.p., and 
  8 g.p. There are two females here as well (1+1 HD; 
  6, 6 h.p.; AC 5) who will do 1d8 h.p. of damage 
  per attack.  
  19. 
  BUGBEAR BARRACKS. 12 bugbear warriors are here 
  (13, 13, 14, 14, 15, 16, 17, 18, 19, 19, 19, 20 h.p.) 
  armed with throwing axes, spears, and morning 
  stars. Each has 12 c.p., 10 s.p., 10 e.p., and 6 g.p. 
  20. 
  BUGBEAR LIVING QUARTERS. 8 bugbear warriors are 
  here (12, 13, 14, 15, 15, 16, 17, 19), armed with 
  throwing maces, spears, and morning stars. As well, 
  there are 14 females (HD 1+1; 5, 5, 6, 6, 7, 7, 7, 7, 
  8, 8, 8, 8, 9, 9 h.p.; 1d8 damage; AC 5), and 18 
  young (1-1 HD; 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 5, 6, 
  6, 7, 7, 7 h.p.; 1d4 damage,; AC 7). The females 
  and young will fight only if they are trapped in a life-
  or-death situation. All know about the secret 
  passage, and will use it to escape, outflank, or 
  ambush attackers, or summon aid from the trolls in 
  Areas #10 - #13. Each warrior has 11 c.p., 11 s.p., 
  4 e.p., and 5 g.p.  
  
   
   
  Level Five: The Deeps 
  35 
  21. 
  BUGBEAR CHIEF. The bugbear chief, Yggnoth, lives 
  here with two females. Yggnoth (4 HD; 29 h.p.; AC 
  3; +2 damage) is armed with a two-handed sword 
  and a pair of throwing axes. The two females (1+1 
  HD; 6, 6 h.p.; AC 5) will do 1d8 h.p. of damage per 
  attack, but only if cornered. A concealed hollow 
  under the great bed hides the bugbear treasury; a 
  huge iron chest with 8,000 c.p., 2,000 s.p., 2,000 
  g.p., and 5 gems.  
  22. 
  BAS RELIEFS. The walls of this open area are 
  covered with a series of bas reliefs. There are 
  (starting in the northeast corner and working 
  clockwise around) a jolly clown, a demonic face, a 
  halfling farmer, the god of war/ discord/ massacre, 
  an angelic face, an oak tree, a waterfall, a spider, 
  a scary clown, a cleric of a lawful good deity, a 
  flock of hummingbirds, a xorn, a blank section, and 
  a walrus. They all radiate magic dimly, and on days 
  when the wind is gusting outside (5% chance on 
  any given day, unless the game master has 
  already determined the weather by other means) 
  an eerie howling can be heard through the various 
  reliefs.  
  23. 
  ALCHEMY LABORATORY. The stench of acids and 
  other chemicals is strong. There are a dozen large 
  tables, each with several tall stools, and a dozen 
  smaller tables, all scattered around the room in a 
  seemingly random way. Each is covered with 
  alembics, scales, retorts, test tubes and racks, 
  clamps, hoses, braziers, glassware, etc. Three fire-
  pits are also here, evenly spaced across the length 
  of the room. The door in the southwest corner is of 
  metal, with a large wheel in its center (like a 
  modern bank vault door). This is a fully stocked 
  laboratory for the manufacture of magical potions, 
  as described on p. 116 of the Advanced 
  Dungeons & Dragons, Dungeon Masters Guide. It is 
  obvious that the equipment has not been used in 
  some time, but it is otherwise in good condition. In 
  addition, the walls are lined with shelves with even 
  more supplies of similar nature; bowls, beakers, 
  balances, strikers, etc. There is enough equipment 
  here to stock three full laboratories; assuming three 
  alchemists were working here, they could each be 
  productive without getting in each others’ way. If it 
  were somehow transported out of this room intact, 
  the lot would be worth 5,000 g.p. to the right 
  persons.  
  24. 
  ALCHEMISTS’ QUARTERS (Areas #24 - #26). This room 
  is comfortably furnished, but obviously has not 
  been used in some time. A stained and discolored 
  smock hangs from a peg on the wall, and there 
  are normal personal effects here.   
  25. 
  QUARTERS. This room is similar to Area #24, but it 
  has obviously been ransacked. The bed is 
  overturned, drawers in the dresser opened and 
  emptied, etc.  
  26. 
  QUARTERS. This room is similar to Area #24, but is 
  also home to the deceased spirit of the alchemist 
  who used to dwell here; now a spogel (38 h.p.; see 
  APPENDIX III: New Monsters for details). A box here 
  contains the following potions: clairaudience, fire 
  resistance, plant control, heroism, and extra-
  healing.  
  27. 
  ALCHEMICAL LIBRARY. This smallish room is home to 
  a phase spider (30 h.p.) which dwells in its webs 
  near the ceiling, but it also holds a great treasure; a 
  collection of treatises on the art and science of 
  alchemy. Everything from Qiver Mejet’s ON THE ART 
  OF PRECISION GLASSBLOWING to THE SECRET 
  HERBAL of Yij, 101 ALCHEMICAL USES FOR THE PINEAL 
  GLAND by the Red Sage of Hokar to Powfat Vigit’s 
  ON THE LIVES OF FAMOUS ALCHEMISTS AND WIZARDS 
  OF THE FLANAESS, WITH A SELECTION OF THE 
  ALCHEMICAL FORMULARIES THAT BROUGHT THEM 
  NOTARIETY, can be found here. There are a total of 
  37 such books, and between them the formulas for 
  creating every potion found in the DUNGEON 
  MASTERS GUIDE can be found. Each is worth 
  approximately 1,000 g.p. to a collector.  
  28. 
  STORES. Long narrow shelves line the room, 
  covered with jars, boxes, bottles, and containers. 
  Each is clearly labeled in a delicate spidery script. 
  These are the various components, compounds, 
  and chemicals needed in the production of various 
  magical potions. They contain everything from the 
  thalamus gland of an orangutan (useful in creating 
  a potion of clairaudience) to powdered kobold 
  horn and mimic skin. Those using the Advanced 
  Dungeons & Dragons, Dungeon Masters Guide are 
  encouraged to use pp. 116-117 as a guide; a 
  similar list can be found on p. 210 of the 
  HackMaster, GameMaster’s Guide. The whole is 
  quite valuable (on the order of 10,000 g.p. if 
  removed in toto) but transporting the lot would be 
  somewhat 
  problematical. 
  More 
  ordinary 
  substances are also here, of course, such as 
  sulphur, iron filings, sand, salt, oil, bitumen, 
  potassium nitrate, etc. The whole is notably missing 
  any more ordinary herbs or other plant substances 
  not directly mentioned as being useful in the 
  manufacture of potions.  
  29. 
  MIXING CHAMBER. The three doors leading to this 
  chamber are all of metal, with large wheels in their 
  center to open them, much like a modern bank 
  vault door. They can be opened by spinning the 
  wheel, however only one of the three can be 
  opened at one time; if more than one is opened, 
  the others will slam shut (iron spikes will not prevent 
  this, and anyone attempting to put their body in the 
  way to keep a door open must make a bend 
  bars/lift gates check or take 3d6 h.p. damage). The 
  room itself is sheathed in scarred and charred 
  metal plates with huge rivets, and a single stone 
  pedestal rests in the middle, topped with a 
  stoneware bowl. This room was used for mixing 
  particularly volatile chemicals; the actual mixing 
  was usually done by magical means, of course.  
  30. 
  EMPTY ROOM. Several broken barrels.  
  31. 
  COVERED PIT TRAP. This pit is 20’ deep with spikes 
  (2d6 h.p. damage plus save vs. paralyzation or 
  take 
  1d6 
  additional 
  damage). 
  However, 
  if 
  someone attempts to walk on the bottom of the pit 
  between the spikes, the floor will suddenly drop 
  
  Castle of the Mad Archmage 
   
   
   
  36 
   
  down, revealing another layer of spikes inflicting an 
  additional 1d6 h.p. damage.  
  32. 
  LIVING ROOM. This is a richly appointed room, with 
  rugs, overstuffed chairs, etc. Once entered, the 
  furnishings will come to life, attacking and otherwise 
  discomfiting the PCs. The GM is encouraged to 
  determine exact effects, but should endeavor to 
  make it a very challenging encounter. [DESIGNER’S 
  NOTE: This was a well-documented feature of the 
  original dungeons, and is a very appropriate place 
  to include The Living Room by Rob Kuntz, published 
  by 
  Pied 
  Piper 
  Games. 
  See 
  APPENDIX 
  I: 
  Recommended Reading, for more details.] 
  33. 
  SMOKE-FILLED ROOM. Three ogres (19, 22, 25 h.p.), 
  Lipeso, Odd, and Rarby, usually have a cooking fire 
  going in this room, which sends a thick pall of 
  smoke out into the adjoining corridors. They have 
  no treasure, but each keeps a number of i.o.u.’s 
  from various dungeon denizens in their pouches. 
  None of them has the means to pay back the 
  debts, of course.  
  34. 
  SUBTLE SLOPE. This hallway slopes up too subtly to 
  be ordinarily detected. It leads to Area #149 on 
  Level 4: THE LOWER DUNGEONS. Dwarves, etc. have 
  the standard chance to detect.  
  35. 
  LOUNGE. This room is appointed as a comfortable 
  lounge area. There is light from a dozen eternal 
  candles (see APPENDIX II: New Magic Items), eight 
  overstuffed chairs, several small tables, and a 
  sideboard with a decanter of brandy, glasses, and 
  hors d’oeuvres. Once consumed, the brandy and 
  food will be replenished in 24 hours. Anyone 
  partaking of the brandy will become moderately 
  intoxicated in 1d6 rounds. If two drinks are had 
  before the initial effects are felt, the PC will 
  become greatly intoxicated. (See the Advanced 
  Dungeons & Dragons, Dungeon Masters Guide, pp. 
  82-83, or the HackMaster, GameMaster’s Guide, p. 
  170, substituting “sloshed” and 
  “wasted” for 
  “moderately” 
  and 
  “greatly” 
  intoxicated, 
  accordingly). 
  36. 
  SPIDERS. This web-choked room is home to 8 huge 
  spiders (5, 5, 6, 6, 7, 7, 8, 9 h.p.). 
  37. 
  SECRET ROOM. Two locked chests. The first contains 
  500 p.p. The second has 2,000 s.p.   
  38. 
  GUARDIAN. This is the quarters of Everett, who 
  guards Algal in the chamber beyond (see Area 
  #39). Everett is a werebadger (38 h.p.; see 
  APPENDIX III: New Monsters for details, or game 
  masters with access to it may consult Volume IV of 
  the HackMaster, Hacklopedia of Beasts, changing 
  Everett’s alignment appropriately). He has a simple 
  cot, cook stove, and some other personal effects, 
  but the room is quite tidy. He keeps a personal 
  cache of 1,500 g.p. in a chest under his bed, and 
  has both a longsword of wounding and a tunic of 
  displacement 
  (works 
  just 
  like 
  a 
  robe 
  of 
  displacement). Neither he nor Algol will ever be 
  found as a random encounter. His clan has a long-
  standing connection to that of the sage, and he 
  acts as a bodyguard and majordomo, not 
  admitting anyone to the sage’s presence whom he 
  distrusts (which is most people). There is a hidden 
  button near the west door which will announce that 
  visitors are coming. Two rings indicate they are 
  hostile.  
  39. 
  THE LITTLE SAGE. This is the chamber of Algal Horner, 
  a gnome sage (lawful good) whose major field is 
  history and whose special study is that of the Castle 
  and its dungeons, as well as the geography of the 
  tunnels beneath the crumbling ruins. He has also 
  made a secondary study (minor field) of the rites 
  and philosophy attendant to the god of magic 
  whom the Mad Archmage honors. He is generally 
  well-received by all the inhabitants hereabouts, 
  even those of savage disposition and baleful 
  alignment, thanks to the ring of friendship that he 
  wears (see APPENDIX III: New Magic Items for 
  details). His chamber is stacked to the ceiling with 
  maps, scrolls, diaries, books, and so forth. When 
  encountered, he will be at his tall desk, seated on a 
  tall stool, jotting down notes on some mystery or 
  other. If PCs are amenable, he will gladly pay for 
  new knowledge that they bring. If they provide him 
  with a map (he will insist on an original, rather than 
  copying it himself) he will pay between 10 and 100 
  g.p., depending on its accuracy and scope. If they 
  come bearing knowledge of some feature, trick, or 
  trap, he will similarly pay between 50 and 100 g.p., 
  depending on whether or not the knowledge is new 
  to him (20% chance for knowledge pertaining to 
  the levels above this one, 60% chance for 
  knowledge about lower levels). Rarely, he can be 
  found on expeditions himself; most often, he will be 
  here, but is not above sending friendly and 
  capable PCs on very specific missions for 
  remuneration in the 100 g.p. range. He will most 
  certainly not give out any information for free.  
  40. 
  STAIRCASE UP. This staircase leads up to Area #148 
  on Level 4: THE LOWER DUNGEONS.  
  41. 
  EMPTY ROOM. The plaster on the walls is chipping 
  and coming off in large pieces, in places.   
  42. 
  LINEN CLOSET. There are shelves with rotting and 
  moth-eaten sheets, pillowcases, and so forth here.  
  43. 
  LINEN CLOSET. Identical to Area #42, except there 
  is also a sheet phantom here (17 h.p.).  
  44. 
  GNOLL BAND (Areas #44 - #47, #85). The gnolls 
  are in fact led by a group of flinds who dwell in 
  Area #81 – Area #83). Any gnoll patrols met as a 
  random encounter will be led by at least one flind. 
  Six gnolls dwell in this room (12, 12, 13, 15, 15, 16 
  h.p.), armed with swords and longbows.  
  45. 
  GNOLLS. Three gnolls dwell here (14, 14, 15 h.p.), 
  armed with swords and battle axes.  
  46. 
  GNOLL SENTRIES. At any given time there is a force 
  of four gnolls (13, 13, 14, 15 h.p.) armed with 
  swords and morning stars and one flind (19 h.p.) 
  armed with a flindbar here. They will sound the 
  alarm if intruders are detected, although the flind 
  captain won’t be above parley with a suitably 
  strong force.  
  47. 
  SECRET ROOM. The gnoll/flind band keeps its 
  treasure here. All of the flinds know where the room 
  is, but the gnolls only know that the room exists; 
  
   
   
  Level Five: The Deeps 
  37 
  they don’t have any idea where. It contains four 
  large locked chests. The first is trapped with an acid 
  spray (all those in an 8’ cone in front of the chest 
  when opened take 3d8 h.p. damage; save vs. 
  breath weapon for half damage), and contains 
  8,000 g.p. The second is not trapped, and contains 
  3,000 s.p. The third has a magic missile trap; the 
  person opening the chest will take 5 magic missiles 
  (1d4+1 damage each), and contains 1,000 g.p. 
  and 2,000 s.p. A false bottom contains an amulet 
  of proof against detection and location. The fourth 
  is not trapped, and contains 3,000 c.p. There are 
  also six expertly woven rugs of Kettite weave; worth 
  500 g.p. each, but bear in mind that each is very 
  bulky (8’ long, rolled up) and heavy (100 lbs).  
  48. 
  EMPTY ROOM. A few skeletons of chickens and 
  dogs. At least, you hope they’re chickens and 
  dogs.  
  49. 
  GALLERY ENTRANCE. The large bronze-studded 
  double doors to the north require a combined 
  strength of 30 to open. This octagonal room opens 
  onto a large (20’ wide) section of the level which is 
  a central highway for many of the inhabitants who 
  are discarded (or escaped) creations of the 
  Breeding Laboratory (Area #103). Note that a huge 
  portion of this level can be directly accessed from 
  this area without having to open doors; take that 
  into 
  account 
  when 
  determining 
  random 
  encounters. On the west wall is graffiti stating 
  “Remember, use lightning on the ochre jelly!” 
  [DESIGNER’S NOTE: That is, of course, exactly the 
  wrong thing to do with an ochre jelly. Free advice is 
  worth every copper.] 
  50. 
  CLOSET. Six greater skeletons (3 HD; 15, 15, 16, 17, 
  17, 18 h.p.; turn as a ghoul; otherwise as a normal 
  skeleton) will spill forth from the door and attack.  
  51. 
  CLOSET. Six more greater skeletons (3 HD; 14, 15, 
  15, 17, 17, 19 h.p.; turn as a ghoul; otherwise as a 
  normal skeleton) will spill forth from the door and 
  attack. 
  52. 
  SCARLET SLIME. The ceiling is host to a large (15’ 
  diameter) patch of scarlet slime (see APPENDIX III: 
  New Monsters for details). It is possible to carefully 
  walk around the edges of the slime, once it is 
  detected.  
  53. 
  MUSICAL STAIRS. This steep and narrow staircase 
  leads down to Area #52 on Level 6: THE LABYRINTH. 
  However, the stairs are lacquered in uneven bands 
  of white and black (much like a piano keyboard, if 
  the PCs happen to ask). As each stair is stepped 
  on, a magical tone sounds, as if from some great 
  harpsichord. If they simply trudge down the stairs in 
  no discernable pattern, they will be led to the 
  mundane staircase on Level 6. If, however, they 
  take the time to figure out that each stair sounds a 
  particular note, and further take the time to play a 
  particular tune, they will be taken to a pocket 
  universe where musical instruments are alive, all 
  language is done by musical notes, and Heward’s 
  Mystical Organ can be found. Details are left to the 
  game master, but discovering the proper tune 
  should be a great challenge in and of itself.  
  54. 
  COVERED PIT TRAP. 20’ deep and water-filled; all 
  those falling into it save vs. paralyzation or take 1d6 
  h.p. damage (the water will break the fall). The 
  bottom is filled with 10’ of water; all those wearing 
  armor other than leather will sink and drown in 1d3 
  rounds (padded armor, while light, will soak up 
  water and become a soppy tomb). The water is 
  brackish; standard roll to become infected with 
  disease or parasite in swamp-like conditions 
  applies. There is a suit of plate mail +1 at the 
  bottom of the pit, discarded by one if its victims 
  who got out in time by slicing the leather straps. It 
  cannot be used immediately, but could be 
  repaired for only 100 g.p.  
  55. 
  GORRILA BEARS. A truth of 5 gorilla bears has set up 
  their lair in this room (16, 18, 19, 20, 22 h.p.).  
  56. 
  SECRET ROOM. Note that the secret door leading to 
  this room cannot be found without actively 
  searching for it; elves etc. cannot detect it merely 
  by passing by it. Four large locked chests are here. 
  Chest #1 contains 5,000 g.p. (they bear the stamp 
  of the Poor March, a humanoid-controlled region 
  to the south, and are debased by 10%, meaning 
  that they are only worth a total of 4,500 g.p.). Chest 
  #2 contains 2,000 s.p. and a dagger +2, 
  longtooth. Chest #3 has a poison needle trap 
  (save or die), and contains 4,000 c.p. and 3 
  pieces of jewelry (one is actually a ring of Boccob, 
  but such won’t appear magical even if detected 
  for). Chest #4 contains 200 X 10 g.p. gems, 5 X 
  100 g.p. gems, a 1,000 g.p. gem, a gem of 
  brightness, and a suit of leather armor +3.  
  57. 
  BAMF! When anyone enters the last 10’ of this 
  corridor, there will be an audible “bamf!” and a 
  flash of light. Nothing else will happen, but let the 
  PCs get as paranoid as they choose. The effect will 
  only happen once, resetting after 1d4 hours.  
  58. 
  ENDLESS CORRIDOR. Anyone looking down this 
  corridor will see that it continues as far as the eye 
  can see. This is actually an illusion; PCs can walk as 
  far as they want, and the corridor will simply 
  continue. In reality, they haven’t gone anywhere. 
  They can “walk” back the same length of time as 
  they walked forward, and still not get to their starting 
  point; the endless hall illusion extends in both 
  directions. Only dispel magic, dispel illusion, etc., or 
  actively attempting to disbelieve the illusion will be 
  effective.  
  59. 
  TELEPORTER. Once per day, all those entering the 
  last 20’ of this corridor will be teleported to Area 
  #86 without knowing it. This effect only works once 
  per day, regardless of which way the teleport works. 
  Note that this will cause a change in direction, so 
  using left and right, rather than north or west, is 
  preferable.  
  60. 
  BAT CAVE. The chimney in the ceiling leads to Area 
  #198 on Level 3: THE DUNGEONS and Area #30 on 
  Level 4: THE LOWER DUNGEONS, and that is the only 
  way to access this place (the straight walls indicate 
  where the cave had been inadvertently broken into 
  during the excavations, and subsequently sealed 
  off with stone and brick). There is a colony of 100 
  
  Castle of the Mad Archmage 
   
   
   
  38 
   
  vampire bats (see APPENDIX III: New Monsters for 
  details). This cavern also serves as the repository for 
  anything that the bats have accumulated and 
  dropped over the years. It contains 2,500 c.p., 
  1,100 s.p., 575 g.p., 28 gems, 6 pieces of jewelry, 
  a dagger +2, and a ring of protection +3.  
  61. 
  OPEN AREA. A growth of green slime coats the 
  ceiling, and will drop on anyone entering the room.  
  62. 
  WEREBOARS. A trio of humans dwells here, of wild 
  mien, unkempt appearance, and with a touch of 
  crazy in their eyes. They are in reality wereboars (22, 
  24, 25 h.p.). When first encountered here, they will 
  be in human form and will only attack if intruders 
  are impolite or fail to leave. They will often hunt the 
  halls in boar-man form (if met as a random 
  encounter). The strongest has a potion of gaseous 
  form.  
  63. 
  WEREBOARS. Three more of the lycanthropes live in 
  this chamber (22, 23, 26 h.p.). The strongest has a 
  potion of heroism. Two large unlocked chests 
  contain 3,000 c.p., 3,000 e.p., and 1 piece of 
  jewelry. 
  64. 
  TELEPORTER. Anyone entering the last 20’of this 
  corridor will be teleported to Area #71, without 
  knowing. The effect works only once every four 
  hours, either way. Note that this will wreak havoc 
  with their direction sense.  
  65. 
  LAMPREYS. A colony of 10 land lampreys (5, 5, 5, 6, 
  6, 7, 7, 8, 9, 9 h.p.) is here, but many will often be 
  found in nearby corridors looking for prey.  
  66. 
  OGRES (Areas #66 - #69). A band of ogres has 
  taken up residence in this area. They are on friendly 
  terms with the trolls in Areas #10 - #13, and will 
  seek their aid (and give it) if pressed. Five of the 
  giant creatures dwell in this chamber (17, 18, 18, 
  19, 22 h.p.) armed with spears and great stone 
  battleaxes (+2 damage due to strength).  Each 
  has 40 g.p.  There is a 15% chance that 1-3 trolls 
  from Areas #10 - #13 will be here as well.  
  67. 
  OGRES. Three ogres of the band dwell in this 
  chamber (20, 22, 23 h.p.), armed with spears and 
  clubs (+2 damage due to strength). Each has 40 
  g.p. There is a 15% chance that 1-2 trolls from 
  Areas #10 - #13 will be here as well.  
  68. 
  OGRE LEADER. The leader of the ogre band lives in 
  this chamber (7 HD, AC 3, 32 h.p., 2-12 damage or 
  by weapon), armed with an enormous halberd with 
  which he has a +2 to hit and +4 damage. He 
  carries 40 g.p. on his person.  
  69. 
  OGRES. Three more ogres are in this chamber (19, 
  20, 20 h.p.), armed with spears and clubs (+2 
  damage due to strength). Each has 40 g.p. There is 
  a 15% chance that 1-2 trolls from Areas #10 - #13 
  will be here as well.  
  70. 
  STAIRS WITH LANDINGS. This winding staircase leads 
  down to Area #1 on Level 6: THE LABYRINTH.  
  71. 
  TELEPORTER. Anyone entering the last 20’of this 
  corridor will be teleported to Area #64, without 
  knowing. The effect works only once every four 
  hours, either way. Note that this will wreak havoc 
  with their direction sense. 
  72. 
  JUNK ROOM. This room is piled high with broken 
  furniture, barrels, snapped lumber, etc. It is home to 
  a reclusive ustilagor (19 h.p.) which will use its 
  psionic powers to create a great fear and unease 
  of the room in anyone entering. There are 25 gems 
  concealed in a small chest amidst the trash.  
  73. 
  SPIRAL STAIRCASE. This spiral staircase leads down to 
  Area #11 on Level 6: THE LABYRINTH.  
  74. 
  HALLWAY OF STATUES. Each of the six 10’ X 10’ 
  alcoves bears an identical statue of a troll in full 
  plate mail armor with a wicked-looking spiked 
  mace. They do not radiate magic if detected for, 
  however each bears a curse.  Anyone touching 
  (including inflicting damage upon, searching for 
  secret compartments, etc.) any of the statues will 
  immediately receive a curse to the effect that the 
  next 1d6 blows in melee combat against a troll will 
  automatically miss no matter what the roll. Only 
  one curse can apply to any PC at any given time. 
  Roll separately for each PC. If the statues are 
  ignored, the PCs will have the impression that there 
  is movement in the corner of their eyes, but on 
  examination, no change can be seen.  
  75. 
  THE GREAT STONE FACE ENIGMA. This is a large 
  block of stone, carved in the style of a Moai (an 
  “Easter Island Head”), facing west-northwest. It is 
  approximately 10’ high. A circle of runes and 
  pictograms surrounds the base, but they defy any 
  attempt at translation or deciphering, even with the 
  use of spells such as comprehend languages or 
  read magic. If magic is detected for, it will be 
  found to radiate several types. It is up to the game 
  master to determine the real nature of the Enigma, 
  but perhaps leaving it as a completely inscrutable 
  puzzle is not the worst choice that the GM could 
  make. Naturally, the PCs won’t know one way or the 
  other… Note that there is a double-than-normal 
  chance for random encounters here. [DESIGNER’S 
  NOTE: The Great Stone Face Enigma of Greyhawk 
  is, of course, a well-known bit of Greyhawk lore. 
  Gary Gygax himself penned a sketch of the 
  Enigma in the original Greyhawk supplement to the 
  Dungeons and Dragons game, and later filled in 
  some details (although not the central mystery) 
  relating to the statue. In my own campaign, I would 
  play it as utterly enigmatic, but I wouldn’t rule out 
  the 
  PCs, 
  through 
  a 
  great 
  deal 
  of 
  effort, 
  inventiveness, and investment, figuring out perhaps 
  a small facet of its true nature. If there’s an 
  “obvious” 
  explanation 
  or 
  connection, 
  it 
  is 
  categorically wrong.] 
  76. 
  EVOCATION LABORATORY. This room is large, with an 
  enormous vaulted ceiling, and steps will echo 
  lonely against the walls. The huge ceiling is choked 
  with webs, and home to a colony of 8 giant spiders 
  (20, 22, 25, 26, 27, 28, 29, 30 h.p.) and two 
  ettercaps (26, 28 h.p.). The latter two will remain 
  concealed as their compatriots attack, waiting for 
  the proper time to strike spell casters and the like 
  with webby nooses. It is otherwise completely 
  empty save for a single square table of ordinary 
  type slightly off-center (to the northwest). Evocation 
  
   
   
  Level Five: The Deeps 
  39 
  is the science of bringing something from 
  nothingness, and thus the nature of this room. The 
  whole radiates magic if detected for, and any 
  evocation spell cast within the room will have 
  effectiveness as if it were cast by a magic-user 
  three levels higher than the actual level of the 
  caster. This does not allow any additional (or higher 
  level) spells to be memorized; it only effects the 
  actual casting itself.   
  77. 
  STORAGE. This room has countless shelves lined with 
  small pots, jars, boxes, and bags full of every 
  material component for every evocation spell, plus 
  countless hundreds of other similar substances 
  besides. Fur of apes, beads, various types of wires 
  on fine spools, patches of various sorts of cloth, 
  miniature tools more suited for a dollhouse than 
  magic, and many more besides.  
  78. 
  LIBRARY. There are 26 large tomes on five tables 
  scattered around this room, with two chairs at 
  each. These works all concern themselves with the 
  art of evocation, and bear titles such as Chint 
  Famt’s ON THE ART OF CAUSING METALS OF BASE 
  SORT TO APPEAR FROM THE PLANE OF THE 
  IMAGINATION, PHLOGISTON AND ITS RELATION TO THE 
  COMMON FIREBALL by Strej Fefin, MUSINGS ON THE 
  MAGIC MISSILE by Raymond Rotvic, and the very 
  rare EVOCATIONS AMONG THE LOCATHAH by Semaj 
  of Lake Ziwmiss (etched on plates of green metal, 
  rather than written on ordinary parchment). Each 
  volume would be worth approximately 1,000 g.p. 
  to a collector, but each is also as large as a 
  standard spell book.  
  79. 
  SECRET STOREROOM. The walls of this room are 
  white and gleam with an inner luminescence. In 
  the center is a 4’ tall metal pedestal with a tall 
  crystal lid atop it. Within is some sort of weird wand 
  whose nature will defy the greatest arch-mages 
  and sages of the Flanaess. A blaster (does 1d8+4 
  h.p. damage per charge, has 11 charges left) is 
  under the crystal. Experimenting with it to figure out 
  its function might (20% chance) result in an 
  accidental discharge that either hurts someone 
  near (60%) or the experimenter (40%). [DESIGNER’S 
  NOTE Those game masters with access to TSR 
  Module S3: Expedition to the Barrier Peaks might 
  want to use Chart II on p. 21 to determine whether 
  or not the PCs are able to figure out the device’s 
  function.] 
  80. 
  GIBBERING MOUTHER. A gibbering mouther of 
  largest size (35 h.p.) dwells here. It will often be 
  found in the vicinity hunting for prey.  
  81. 
  FLINDS (Areas #81 - #83). These flinds are the 
  leaders of the gnolls found in Areas #44 - #46 and 
  #85. Four of the creatures live here (13, 13, 14, 14 
  h.p.), three armed with clubs, the last armed with a 
  flindbar. Note that patrols (random encounters) will 
  have at least one flind as its leader. Their treasure is 
  stored in Area #47.  
  82. 
  FLINDS. Four more flinds (11, 12, 12, 14 h.p.) dwell 
  here. The first three are armed with clubs, the last 
  with a flindbar.  
  83. 
  FLINDS. The final three flinds (15, 15, 15 h.p.) dwell 
  here. All are armed with clubs.  
  84. 
  BARRED ROOM. There is a heavy bar sealing this 
  door from the outside. The flinds and gnolls will 
  bring any captives here. At the moment it is empty 
  (although the game master should feel free to 
  introduce campaign-specific NPCs or replacement 
  PCs here as desired).  
  85. 
  GNOLLS. 9 gnoll warriors are here (8, 8, 8, 9, 9, 9, 
  10, 11, 11 h.p.), armed with swords and halberds.  
  86. 
  TELEPORTER. Once per day, all those entering the 
  last 20’ of this corridor will be teleported to Area 
  #59 without knowing it. This effect only works once 
  per day, regardless of which way the teleport works. 
  Note that this will cause a change in direction, so 
  using left and right, rather than north or west, is 
  preferable.  
  87. 
  EVOKER’S QUARTERS. In days past, this was a 
  dwelling for the apprentice evokers who would 
  assist in the laboratory (Area #76). There are two 
  ruined bunks here, and a pair of shadows (15, 16 
  h.p.), the remains of the former inhabitants.  
  88. 
  QUARTERS. This was the place where the laboratory 
  assistants would stay, to facilitate their work in the 
  laboratory (Area #76). Three neat and tidy bunks 
  are here. The room is otherwise empty.  
  89. 
  RATS. This room is empty, but a number of holes 
  can be seen near the floor. If anyone is in this room 
  more than 2 rounds, a stream of 40 giant rats will 
  billow out of the holes at a rate of ten per round 
  and attack those here. Each has 2 h.p.  
  90. 
  BLOCK TRAP. A huge ceiling stone will crush anyone 
  stepping here. Save vs. paralyzation or take 5d6 
  h.p. damage in the first round (save means you 
  jumped back in time). On each subsequent round, 
  take additional 3d6 h.p. damage unless someone 
  makes a successful bend bars/lift gates roll to lift the 
  block.   
  91. 
  THE BRAZEN GORGON. This room is dominated by 
  an enormous bull-like statue made of brass, with a 
  door in its side, revealing the hollow interior.  There is 
  also a dais in the northeast corner with two fine 
  chairs oriented towards the brass contraption. 
  Careful examination will reveal the hide of the “bull” 
  is covered in fine scales, making it an image of a 
  gorgon rather than an actual bull. If anyone enters 
  the statue, a lurking poltergeist (4 h.p.) will use its 
  telekinetic powers to slam the door shut (if it 
  appears more than one will be trapped within, the 
  poltergeist is crafty enough to wait, but as soon as 
  someone makes to leave the brass gorgon, it will 
  slam the door shut). Once that happens, it will lock 
  automatically and the belly of the gorgon will begin 
  to magically heat itself. Beginning on the third 
  round that someone is trapped within, they will take 
  1d6 h.p. of heat damage, then 2d6 additional 
  damage on the following round, 3d6 on the third, 
  etc. to a maximum of 10d6 h.p. per round on the 
  tenth round. The sequence then reverses, losing 
  1d6 h.p. of damage per round until it reaches zero. 
  The beast is soundproof; the screams of the 
  trapped are turned into noises as if the gorgon 
  
  Castle of the Mad Archmage 
   
   
   
  40 
   
  were actually bellowing. Because of the cramped 
  conditions within, any attempt to batter open the 
  door from within is made at a -2 penalty (i.e., only 
  someone with a strength of 16 or more even has a 
  chance of doing so). After fifteen minutes, the 
  beast will begin to cool, and 30 minutes after it 
  began, the door will automatically open revealing 
  the charred bones that remain.  
  92. 
  WORKSHOP. This is a small blacksmith’s workshop. 
  There is a cold fire pit, bellows, anvil, tongs, 
  hammers, and the usual tools of the blacksmith’s 
  trade. A few pieces of copper sheeting are here as 
  well.  
  93. 
  ABANDONED CHAMBER. This was once the quarters 
  of the torturer and artisan in charge of the brazen 
  gorgon. The bed, table, and wardrobe are 
  wrecked and ruined.  
  94. 
  MUSTARD JELLY. This room is the favorite haunt of a 
  large mustard jelly of enormous size (60 h.p.).  
  95. 
  STATUARY. There are six statues of grayish porous 
  stone 
  here, 
  caught 
  in 
  various 
  poses 
  of 
  astonishment, combat, or flight. They are in 
  actuality the remains of those caught over the 
  years by a basilisk which haunted this portion of the 
  dungeon some time ago. The basilisk has since 
  been dispatched, but its victims remain.  
  96. 
  BLACK PUDDING. A black pudding of huge size (70 
  h.p.) dwells here most of the time, but is often 
  found wandering in search of prey. The flumphs in 
  Area #97 allow it to pass through their chamber, as 
  long as it does not attempt to enter Area #98.  
  97. 
  FEAR THE FLUMPHS. Six white disks with tentacles and 
  eyestalks are lazily floating in mid-air here. These 
  are flumphs (11, 12, 13, 13, 14, 15 h.p.), and will 
  actively seek to repel any intruders, first with their 
  blast of foul-smelling liquid and with their acid 
  attack if needed. They guard Area #98 from 
  intrusion, having been drawn to its defense, and will 
  not normally leave this room (they cannot be 
  encountered as wandering monsters). If they can 
  be convinced that the PCs are of lawful and good 
  alignment, they can be persuaded to let them 
  pass, but they will assume any intruders are hostile 
  and evil. [DESIGNER’S NOTE: Yes, I said flumphs.] 
  98. 
  BAS RELIEF. The north wall of this room is dominated 
  by a large bas relief of a face, beaming with 
  beneficence and radiating no alignment if 
  detected for. It is, in fact, the trapped arch-angel 
  Gabrielus. Once a mighty servant of the lawful 
  good god of reason and intellect, Gabrielus was 
  trapped by the Mad Archmage decades ago and 
  has been imprisoned here ever since. He can be 
  released from his imprisonment if the PCs 
  undertake to help him do so, but the quest involves 
  going deeper into the dungeons and obtaining a 
  magical gem from a werewolf of great power (see 
  Areas #29-30 on Level 10: THE LESSER CAVERNS). 
  He will attempt to entreat the PCs to assist him in 
  doing so, and will reward them handsomely if they 
  succeed. 
  [DESIGNER’S 
  NOTE: 
  Greyhawk-savvy 
  players might well think this is the demon prince 
  Fraz-Urb’luu, who was similarly (and famously) 
  imprisoned in the original Castle. Clever PCs will 
  realize that the face is being guarded by creatures 
  in Area #97 which are of lawful good alignment, 
  and may figure out that their expectations are 
  being played against them, if anyone has ever 
  bothered to read the entry on flumphs in the Fiend 
  Folio…] 
  99. 
  COVERED PIT TRAP. 20’ deep with poisoned spikes. It 
  inflicts 2d6 h.p. of damage, plus those falling in 
  must make a save vs. paralyzation or take an 
  additional 1d6 h.p. of damage. Those taking the 
  additional damage from the spikes must make yet 
  another saving throw vs. poison; those who fail take 
  an additional 30 h.p., and those that make their 
  save only take 15.  
  100. CHASM. One of the myriad of magical experiments 
  undertaken here over the years has caused this 
  deep chasm to form, breaching the central 
  hallway in various directions. There is a 60’ drop in 
  the center, and various openings on this level as 
  well as Area #22 on Level 6: THE LABYRINTH and 
  Area #34 on Level 7: THE CRYPTS. The whole is lit 
  with a supernatural dim green luminescence, so 
  the other openings in the rift can be dimly 
  perceived. Distant groans, drips, flaps, 
  and 
  skitterings can be heard as well. 
  101. OWLBEARS. A colony of four owlbears has taken up 
  residence here (27, 28, 28, 30 h.p.). There is a 
  large pile of 5,000 c.p. and 1,000 s.p. mixed in with 
  the bits of fur, bracken, and so forth that makes up 
  their respective nests. There is also a large cage (8’ 
  tall X 5’ X 5’) on wheels. It is toppled over, but 
  otherwise could function.  
  102. BRONZEWOOD DOORS. These double bronzewood 
  doors are banded with iron and have a large 
  heavy bronzewood beam barring their opening. It 
  will require a total STR of 40 to lift the beam and 
  open the doors.  
  103. BREEDING LABORATORY. Note that the double doors 
  on the west and the single door leading to the 
  corridor to the east are both locked and barred 
  from the outside. An ochre jelly of largest size 
  haunts this place of its origin (48 h.p., but able to 
  squeeze its bulk through the gaps beneath the 
  doors leading to this room). It was here that the 
  Mad Archmage conducted experiments relating to 
  the cross-breeding of monstrous animals, plants, 
  and “others”. Some of the results of these 
  experiments have escaped the dungeons (or been 
  deliberately set free) and prospered in the wide 
  world beyond. There are several large tables with 
  leather straps, next to which are smaller tables with 
  neat assortments of surgical and analytical tools 
  (scalpels, probes, clamps, etc.). The southwest 
  corner is lined with cages of various sizes (all 
  empty), some with rotting straw still on the floor, and 
  some completely enclosed in sturdy glass panels. 
  The northern section has a large rectangular vat, 
  filled with a pink viscous liquid that occasionally 
  forms a large bubble which bursts with a sickening 
  gurgle. An investigation of the vat will show that it 
  contains nothing more than the pink liquid. Several 
  
   
   
  Level Five: The Deeps 
  41 
  free-standing tables are covered with a variety of 
  glassware, enlarging lenses, braziers, etc. The 
  lenses alone are worth 500 g.p., and if the whole of 
  the equipment could be removed, it would be 
  easily worth 5,000 g.p. to the proper parties. The 
  game master should make careful note of how the 
  items are packed; most is very delicate apparatus 
  and if care is not taken (packed in straw-filled 
  boxes, for instance), checks should be made to 
  see if all or some of the items are broken. 
  [DESIGNER’S NOTE: Gary Gygax once stated in an 
  online forum that he always considered the various 
  slimes, jellies, and puddings to have been of 
  artificial 
  origin, 
  the 
  result 
  of 
  various 
  failed 
  alchemical experiments having been flushed down 
  the drain to have an effect on the various 
  unicellular life forms they touched. Too, creatures 
  such as the owlbear are said to have been 
  deliberately created by the experiments of some 
  mad wizard.] 
  104. LIBRARY. This smallish room holds a treasure trove of 
  value disproportionate to its size; a set of 30 tomes 
  related to the sciences of biology, anatomy, 
  animal and plant husbandry, and the creation of 
  new species from old. Representative titles include 
  INTERSECTIONS OF ANIMAL AND PLANT GENETICS by 
  Herb Mitts,  FELL CREATURES FOR FUN AND PROFIT by 
  Lewbur Chir of Loftwick, MAN IS BUT THE BEGINNING 
  (author unknown, but reputed to be Veth of 
  Thornward), 
  and 
  Telgish’s 
  MANIPULATION 
  OF 
  EMBRYONIC MAMMALIAN FORMS WITH AN ASIDE 
  INTO CROSSING THE BOUNDARIES OF SPECIES. Each 
  volume is worth approximately 1,000 g.p. to a 
  collector. Note that the first tome mentioned also 
  bears with it a curse; any and all oozes, jellies, and 
  puddings within 500’ will be drawn to the person 
  who possesses it, should it be removed from this 
  room. Double the chance to encounter wandering 
  monsters, and there is a 50% chance that if one is 
  indicated, it will be of the above type of creature.  
  105. STORAGE. There are a number of broken crates and 
  smashed apparatus here. A careful examination 
  will yield that this was once the sort of equipment 
  used in Area #103, but it has all been smashed 
  beyond use.  
  106. CRYSTAL WELL. There is a large 10’ diameter cylinder 
  in the center of this room, made of thick crystal. It 
  has a lid (also of crystal), and seems to be filled 
  with water. It is in fact the home of a crystal ooze of 
  largest size (32 h.p.). Along the far wall is a series of 
  nine plugged earthenware jars, each of which 
  contains a 1+1 HD gray ooze (9 h.p. each). They 
  are, in fact, three oozes which have been 
  separated into smaller units; they will attempt to 
  recombine into three larger whole oozes if the jars 
  are opened.  
  107. MOSAIC. The west wall of this room is covered in a 
  colorful mosaic depicting all manner of chimerical 
  beasts; actual chimeras, hippogriffs, griffons, 
  cockatrices, etc.  
  108. KAMADAN LAIR. This out-of-the-way chamber is the 
  home of a kamadan (30 h.p.). It often hunts in the 
  halls around here.  
  109. WINGS. This is some sort of workshop. Various tables 
  and benches are here, with tools suitable both for 
  woodworking and metal-crafting. Large design 
  parchments are covered with figures, formulae, 
  and diagrams of various devices, but one which 
  stands out is some sort of mechanical wing. A 
  prototype stands neglected but complete on a 
  special stand in the middle of the room. A careful 
  perusal of the plans would show that the wing was 
  intended to be covered in cloth and then 
  expected to bear a man-sized creature aloft 
  without the aid of magic. Unfortunately (and 
  unbeknownst to any PCs brave or foolhardy enough 
  to make the attempt), the design is fundamentally 
  flawed and would only result in a spectacular 
  crash.  
  110. CLOTH. Several bolts of muslin cloth are here.  
  111. SHRIEKERS. Four shriekers are here (12, 12, 13, 14 
  h.p.).  
  112. WARD ROOM. When the dungeons were in fullest 
  use, this was a room where the various guards of 
  the prisons would rest and relax between duties. 
  There are several tables, benches, and (empty) 
  casks. A pair of jackalweres has taken up residence 
  here (19, 20 h.p.) and will take advantage of the 
  alarm to find new victims. They have 6,000 s.p. 
  hidden in one of the empty casks.  
  113. BASILISK. One of the dreaded reptiles lives in this 
  out-of-the-way corner (25 h.p.).  
  114. STAIRCASE. This staircase leads up to Area #64 on 
  Level 4: THE LOWER DUNGEONS.  
  115. PRISON. There are but three cells in this jail, but 
  each is double-large and has rotting straw on its 
  floor. A giant tick (4 HD; 19 h.p.) dwells in the 
  northern cell; it will leap upon anything entering the 
  cell. The southern cell has a loose flagstone; 
  hidden there is a ring of warmth, placed there by a 
  long-forgotten inmate.  
  116. A MESSAGE. Scrawled on the walls of this otherwise-
  empty room in purple paint; “Fur and fang, scale 
  and claw, the mad Archmage will use them all, 
  trespassers all to kill and maim, and more when 
  they come back again!”  
  117. WARD ROOM. When the dungeons were in fullest 
  use, this was a room where the various guards of 
  the prisons would rest and relax between duties. 
  There are several tables, benches, and (empty) 
  casks  
  118. WATER LOCK. The door to the south is an enormous 
  affair of steel with a large wheel handle (much like 
  a modern bank vault), but with a funnel protruding 
  from it near the wheel. There are two pedestals, 
  each with an earthenware jar of a different size; 
  three gallons and five gallons (they are labeled, but 
  can only be read with a comprehend languages 
  or read magic spell (a thief could attempt to read 
  languages as well)). A pipe in the ceiling near the 
  northeast corner releases water, which flows into a 
  drain in the floor. Next to the funnel is a sign, which 
  
  Castle of the Mad Archmage 
   
   
   
  42 
   
  says “insert one gallon only to open” (it can only be 
  translated by the same means as the labels on the 
  jars). If exactly one gallon of the water from the 
  pipe is poured into the funnel in the door, the wheel 
  will spin and the door will open.   [DESIGNER’S NOTE: 
  The answer is to fill the three gallon jar and pour it 
  into the five gallon jar. Then fill the three gallon jar 
  again and fill the remainder of the five gallon jar. 
  What remains will be one gallon.] 
  119. TREASURY. A single large locked chest is here. It 
  contains 10,000 s.p. and a suit of chainmail +1 
  (elf-sized). There is a silvered shortsword as well, 
  which has a large diamond in its hilt. It is not 
  magical, but would be worth 6,000 g.p. 
  120. SURPRISE IS IN THE EYE OF THE BEHOLDER. As the PCs 
  walk towards this alcove (from either direction), they 
  will see a large creature emerge from within with a 
  large central eye and various eye stalks sprouting 
  from its top. The game master should, at this point, 
  roll the dice and declare that the creature is 
  “surprised”, they are in melee distance, and ask 
  what the PCs wish to do. It is, in fact, a gas spore (1 
  h.p.). If they decide to hit it, well… “surprise!” 
  121. PRISON. Though long abandoned and disused, this 
  place still radiates an aura of despair. Anyone 
  remaining here for more than 2 rounds must make 
  a saving throw vs. spells. Failure indicates they are 
  overcome with black despair and melancholy. For 
  the next 1d6 hours, there is a 50% chance that 
  they will ignore any given situation, no matter how 
  vital or rewarding, due to being in a mood of deep 
  and stultifying melancholy.  
  122. STAIR ROOM. Anyone entering this room will cause 
  an audible glamer (as of the sound of a great 
  klaxon) to go off in Areas #112 and #117, alerting 
  the now-gone guards that someone is here. The 
  staircase leads to Area #55 on Level 6: THE 
  LABYRINTH.  
  123. BONE SCULPTURE. This open area is home to a most 
  unusual objet d’art; an enormous agglomeration 
  consisting of the bones of a variety of different 
  creatures. It stands 15’ high and has a diameter at 
  the base of nearly 6’. If any spells are cast within the 
  confines of this room, all the eyes in the various 
  skulls will glow green for 1d3 rounds.  
  124. STAIRCASE. This staircase leads up to Area #86 on 
  Level 4: THE LOWER DUNGEONS.  
  125. CENTIPEDES. A colony of 20 giant centipedes thrives 
  here (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 
  2, 2 h.p.).  
  126. TORTURE CHAMBER. This is a fairly conventional 
  torture chamber; there are various tables, pillories, 
  chains on the walls, etc. Cold braziers, tongs and 
  knives, whips, etc. are here as well. The place has 
  now been taken over as the lair of an ettin (65 h.p.) 
  who has hidden his treasure in a large bag inside 
  the iron maiden; 4,000 c.p. and 7,000 g.p. 
  127. FALSE SECRET DOOR. The presence of this secret 
  door can be detected on a 1-3 on a d6 (elves 
  detect it automatically if within 10’). However, the 
  opening mechanism will never be found, because 
  there is none. Careful mappers will intuit that there 
  must be a secret room beyond, much to their 
  frustration. Make sure to roll for wandering monsters 
  during time spent here.  
  128. STAIRCASE. This staircase leads up to Area #112 on 
  Level 4: THE LOWER DUNGEONS. It is particularly 
  steep.  
  129. THE RACK. This room is dominated by a huge oaken 
  rack, with a pair of ornate thrones in the southeast 
  corner oriented so as to afford an excellent view. 
  There are also various pincers, (now cold) braziers 
  with iron pokers, etc. The last victim was a chaotic 
  good female elven thief, whose spirit still haunts the 
  room. If an exact match enters the room, the spirit 
  will attempt to possess them as per the magic jar 
  spell (q.v.). The spirit has a combined wisdom/ 
  intelligence of 31, for purposes of the spell. If 
  someone enters the room who is not an exact 
  match, the spirit will first look for elves, then thieves, 
  and finally anyone of chaotic good alignment. If 
  no one matches those criteria, it will wait for 
  someone who does. Once possessed, the victim 
  will attempt to flee the dungeons (and convince its 
  companions to do likewise), before reaching a 
  civilized area where a more suitable host can be 
  found. The possessed will not remember anything 
  during the possession. Once a perfect match is 
  found, the spirit will take over the life of its host, with 
  the eventual goal of destroying all of the torture 
  equipment on this level of the dungeon. Once that 
  is accomplished, it will flee, able to rest in peace.  
  130. THE PENDULUM. This room has but a single table, 
  with straps suitable to hold anything up to and 
  including an ogre, and a huge, razor-sharp blade 
  suspended from the ceiling above it. A dais has a 
  pair of ornate chairs poised to watch the table. A 
  large lever near the door will start the pendulum 
  swinging with an awful momentum and lowering 
  with each pass until the victim is sliced in two. 
  Anyone entering this room must make a saving 
  throw vs. magic. Those failing the throw will have a 
  5% chance of developing a mania, becoming 
  more and more obsessed with the pendulum, until 
  they are compelled to lure or force their utmost 
  enemy (60% chance) or best friend (40% chance, 
  now believing them to be an enemy) here, and 
  either overpowering them or tricking them to their 
  doom.  
  131. CELLS. Each of these cells is equipped with chains 
  and has but a small barred opening at eye level, 
  and a small cut-out at the floor to admit food. The 
  doors are not locked initially, but anyone entering 
  any of them will find the door closes automatically 
  behind them, locking them in.  
  132. GUARD ROOM. There is a table and chairs here, 
  and the keys to the cells in Area #131, on a ring on 
  a peg in the wall.  
  133. THE MENAGERIE. From the outside, the door to this 
  room appears as nothing more than a bricked-up 
  door frame. It is, in reality, a Puzzle Door (see 
  APPENDIX II: New Magic Items). There are pieces on 
  Level 2: THE DEEP CELLARS (Area #108); Level 3: THE 
  DUNGEONS (Area #22), Level 4: THE LOWER 
  
   
   
  Level Five: The Deeps 
  43 
  DUNGEONS (Area #48), Level 6: THE LABYRINTH 
  (Area #29), and Level 7: THE CRYPTS (Area #43). 
  Once all the pieces are assembled, this room may 
  be entered and it will instantly teleport those doing 
  so to Level 5A: THE MENAGERIE.  
  134. MUD-COVERED ROOM. The walls and floor of this 
  room are splashed with dried brown mud. It is the 
  favored lair of a brown pudding (65 h.p.).  
  135. VISITORS FROM AFAR (Areas #135 - #138). The 
  fame of the Castle of the Mad Archmage has 
  spread far and wide, and even so far as the 
  Kingdom of Suhfang in the distant West. A group of 
  adventurers has been exploring the ruins slowly but 
  methodically, and has secured these chambers as 
  a base from which to operate. Note that they keep 
  a guard from Area #137 on watch at the 
  intersection outside their chambers at all times. He 
  will sound the alarm at the first sign of intruders. This 
  room is home to Bei Ke Rui, a 6th level wu jen 
  (magic-user) of hengeyokai (fox) race (WJ6; 17 
  h.p.; AC 6 (DEX + ring of protection +2); shape-
  shifting into fox and fox-woman shape; spells 
  memorized: animate wood, hypnotism, spider 
  climb, unseen servant, enchanted blade, strength, 
  commune with lesser spirit, dispel magic;; neutral 
  evil). She keeps a bag with 20 gems and potions of 
  invisibility and extra healing on her person, and has 
  a wondrous writing set in her quarters. She is armed 
  with a dagger of venom and a short sword +2. Her 
  scroll collection (in lieu of a spell book) is carefully 
  hidden behind a false stone in the south wall.  
  [DESIGNER’S NOTE: For those game masters without 
  access to the Advanced Dungeons & Dragons, 
  Oriental Adventures book published by TSR in 1985, 
  more conventional classes can be substituted for 
  these NPCs, although it is recommended to 
  introduce unique spells and magical items along 
  the same lines as those named above. Encounters 
  with these NPCs should be played to maximize the 
  “otherness” 
  factor. 
  They 
  will 
  be 
  polite, 
  but 
  suspicious, and will most likely see the PCs as at 
  best rivals, but could entertain an alliance if the 
  circumstances were sufficiently to their benefit. Full 
  statistics for honor, family, etc. are not provided 
  here, but the game master interested in more fully 
  developing these characters into a staple of their 
  campaign should certainly feel free to do so.] 
  136. WARRIOR MONK. Tong Fa Ren, a 6th level human 
  sohei (warrior-monk), dwells here (S6; 42 h.p.; AC 3 
  (laced armor & DEX); spell memorized: deflection; 
  weapon of choice (+1 hit, +1 damage) naginata; 
  ki power (+1 AC, +1 hit, +1 damage, +3” move, 
  +1 save, dodge missiles by saving vs. breath 
  weapon); fanaticism (able to fight at negative h.p., 
  gets +2 to hit and damage); lawful evil). He is 
  armed with a naginata +3 (speed 7, 1-8/1-10 
  damage) and a dagger +2, he has a bag with 22 
  gems on his person, as well as a ring of mammal 
  control. He keeps a chest with 300 g.p. and 500 
  s.p. in his quarters.  
  137. GUARDS. Five bushi (fighters) are here, and one will 
  be on guard at the intersection outside the 
  chamber at all times. (B4; 22, 23, 24, 24, 25 h.p.; 
  AC 4 (chain & shield)) armed with spears and 
  katanas (1-10/1-12 damage, speed factor 4). Each 
  has 10 s.p. 
  138. WEAPON MASTER. Shi Ao Rong, a 6th level kensai 
  (weapons master) dwells in this chamber, and 
  serves as captain for the warriors in Area #137. (K6; 
  human; 40 h.p.; AC 5 (natural + bonus); +2 
  initiative; +2 damage; +2 to hit; surprised only 1/6 
  chance; armed with a katana (1-10/1-12 damage, 
  speed factor 4); lawful evil). He has a small chest 
  with 500 p.p. He has an iridescent ioun stone 
  whirling about his head, and wears a medallion of 
  ESP, 30’ range.  He has a battle axe +1 which he 
  only uses in combat against creatures that cannot 
  be hit by mundane weapons.  
  139. TELEPORTER LANDING. Those teleported from Area 
  #62 on Level 4: THE LOWER DUNGEONS will end up 
  here. Note that they will not have a proper sense of 
  direction (standard checks apply).  
  140. FLAYERY. The sole device in this room is a large 
  wooden frame from which dangle iron manacles. 
  A rack on the wall contains a number of very 
  delicate-looking knives and other implements. 
  There are, as elsewhere, two chairs set up to 
  observe the grisly work. This room was used to 
  remove the skins from still-living victims. It is now 
  empty.  
  141. TANNING ROOM. Four large vats are here, one of 
  which still has a foul-smelling solution of animal 
  brains, used in the tanning process. Several tables 
  with long knives used for scraping are here as well, 
  and many racks are here, used to allow the 
  tanning hides to dry. One remains, albeit of an odd 
  shape and, under careful observation, bearing the 
  remains of a tattoo. 
  142. THE MUSIC BOX. Much of this room is given to a 
  large glass box with a rounded top (like an 
  enormous bell jar) in its center. There is a single 
  door of steel leading into the box, which can be 
  barred from the outside. Two ornate chairs are 
  situated so as to observe the occupant of the jar, 
  with a small table between them, on which rests a 
  3” X 5” X 2” metal box. Both the box and the jar will 
  radiate magic if detected for. Opening the box 
  reveals it to be a music box; a simple children’s 
  tune will begin to play. After it goes through one 
  cycle of the song, the door to the jar will slam shut if 
  it is not already, and those trapped within will hear 
  that same tune, amplified a hundred times, 
  echoing throughout the jar for the next 24 hours. 
  Even if the music box is closed thereafter, the 
  echoes within the bell will persist. It cannot be 
  heard outside the bell. Those subjected to the 
  music in the jar will be deaf for as long as they were 
  within (after 24 hours, though, deafness is 
  permanent). For every hour spent within the music-
  filled jar, there is a 1 in 12 chance of going insane 
  (see Advanced Dungeons & Dragons, Dungeon 
  Masters Guide, pp. 83-84 or the HackMaster, 
  GameMaster’s Guide, p. 85).  
  
  Castle of the Mad Archmage 
   
   
   
  44 
   
  143. COVERED PIT TRAP. This pit is 20’ deep with spikes. 
  Anyone falling in will take 2d6 h.p. of damage, plus 
  must save vs. paralyzation or take an additional 
  1d6 h.p. damage.  
  144. FALSE DOOR TRAP. Anyone attempting to open this 
  door will take 5d4 h.p. of electrical damage.  
  145. THE FORGOTTEN PRISONER. A skeleton is hanging 
  from shackles at its neck, and one on its ankle, the 
  chains mounted onto the walls. It wears a black 
  coat and pants, and a red sash at its waist. Anyone 
  opening the cell door and disturbing the remains 
  will be subjected to a geas to remove the skeleton 
  from this place and provide it with an honorable 
  burial in one of the empty tombs on Level 7: THE 
  CRYPTS.  
  146. GUARD QUARTERS. There are six long-disused bunks 
  here, with appropriate tables, chests, etc. Nothing 
  of value.  
  147. SECRET SANCTUARY. This place is a perfect 
  sanctuary; those here feel a sense of safety and 
  well-being. Sleeping the night here will result in 
  feelings of hunger and thirst being abated. It is too 
  perfect a sanctuary, however; the magic which 
  enables its effects is illusionary; as one feels sated, 
  one is actually starving to death, but not realizing it. 
  If more than one night is spent here in a row, a 
  wisdom check is required to leave; failure indicates 
  that the person wastes away here in total seeming 
  comfort. It also makes it impossible to memorize 
  either clerical or magic-user spells; the necessary 
  concentration is impossible.  
  148. BLOCK TRAP. Anyone entering the last 10’ of this 
  corridor will activate a falling block trap. A huge 
  ceiling stone will crush anyone stepping here. Save 
  vs. paralyzation or take 5d6 h.p. damage in the first 
  round (save means you jumped back in time). On 
  each subsequent round, take additional 3d6 h.p. 
  damage unless someone makes a successful 
  bend bars/lift gates roll to lift the block.  
  149. WARD ROOM. Four chairs, a table, and several 
  spent torches.  
  150. GUARD ROOM. Two chairs, a table, several long-
  dead candles.  
  151. THE SAFFRON SUITE (Areas #151 - #154). Special 
  prisoners were kept here behind the heavy door 
  which is barred from the outside. All the walls of the 
  rooms in this suite are painted a brilliant yellow, and 
  all the furniture, accoutrements, etc. are varying 
  shades of yellow, gold, citrine, peach, etc. Prisoners 
  imprisoned here for years are said to have never 
  been able to even bear the sight of the sun 
  afterwards. This room is decked out as a salon, with 
  couches, settees, tables, comfortable chairs, etc. 
  Room A is the privy; likewise fairly appointed, but all 
  in yellow. [DESIGNER’S NOTE: This is a nod to the 
  Roger Corman film “The Masque of the Red Death” 
  starring Vincent Price.] 
  152. BEDROOM. A sumptuous bedroom, with a four-post 
  bed, vanity, and wardrobe, all, of course, in various 
  shades of yellow.  Anyone spending the night in the 
  bed has a 50% chance of being possessed by the 
  spirit of the last inhabitant here; a high priest of 
  Hextor from Medegia named Rosprope. The spirit 
  will be cunning and subtle, trying everything in its 
  power to escape the dungeon and find a temple 
  of Hextor where it can be placed into a new body 
  to continue the depravities and evils it knew in life.  
  153. SITTING ROOM. A delicately appointed room (all in 
  shades of yellow, naturally), obviously fitted out for 
  a woman’s tastes. The seats are embroidered with 
  delicate yellow flowers and birds, there is much 
  yellow lace, etc.  
  154. BEDROOM. This room is appointed much as is Area 
  #152. A diary is hidden in a false bottom in the 
  wardrobe; it chronicles the descent into madness 
  of the Contessa de Feklinritch, who had been 
  imprisoned here starting on her fifteenth birthday 
  and who died here just shy of her sixtieth. Anyone 
  reading it from cover to cover has a 75% chance 
  of going insane themselves (see Advanced 
  Dungeons & Dragons, Dungeon Masters Guide, pp. 
  83-84). The diary would be worth 100 g.p. to 
  relatives of the Contessa in Medegia.  
  155. COVERED PIT TRAP. This leads to a chute leading to 
  Area #20 on Level 6: THE LABYRINTH. It immediately 
  resets, preventing anyone from crawling back up 
  the shaft.  
  156. COVERED PIT TRAP. 20’ deep, with green slime at 
  the bottom. Anyone falling in takes 2d6 h.p. 
  damage, plus the normal effects of green slime.  
   
  
   
   
  Level Six: The Labyrinth 
  45 
  Level Six: The Labyrinth 
   
  This level is noted for its extensive series of mazes, which 
  would serve to bedevil intruders seeking to reach the 
  lower levels. Three different types (in an architectural 
  sense) of such tangles exist, and direct access to Level 7 
  is limited to the large chasm which runs from Levels 5 
  through 7.  “Normal” access to Level 7 must go through 
  Level 6A (which in turn is only accessible through the pit 
  traps in the northeast section of this level).  
   
  It has direct access to levels 4, 5, 6A, 7, and 8, as well as 
  the surface. There are four maps: northeast, southeast, 
  southwest, and northwest.  
   
  [DESIGNER’S NOTE: This level is somewhat different from 
  the others that have preceded it, in that it consists of 
  large stretches of empty corridors without too many static 
  encounters (those that do exist are primarily there as the 
  lairs of the creatures met in various random encounters). 
  It is possible, of course, for such a situation to lead to 
  frustration on the part of both the game master and the 
  players, as it might be thought that “corridors are boring”. 
  In this level, the corridors are the main areas; it is 
  essential that the game master roll for random 
  encounters, as these represent the bulk of the threat to 
  be found here. Effective use of random encounters will 
  make or break this level. The inhabitants will be actively 
  hunting the PCs once they are aware of their presence, 
  and the successful game master will be one who 
  effectively conveys the sense of role-reversal, as the PCs 
  are harried by the various inhabitants and find 
  themselves stalked in the endless seemingly-identical 
  passages. Snarls and snorts of pursuing minotaurs and 
  were-boars in the distance, the setting of ambushes by 
  creatures who inflict damage up front and then retreat 
  back into the corridors they know instinctively to wear 
  down their prey, and other tactics should be used to 
  convey the sense that the PCs are in a place where they 
  are not the ones who control when a battle occurs. 
  Remember, those PCs who wish to conduct exhaustive 
  mapping will be moving at 1/10th normal speed, thus 
  increasing the frequency of random encounter checks 
  by a factor of ten. This level also includes several 
  creatures which are explicitly here to demonstrate the 
  wisdom of running away from some encounters.]  
   
  Table 6.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1-3 carrion crawlers 
  2 
  Gelatinous cube 
  3 
  7-12 giant rats 
  4 
  Green slime 
  5 
  1-12 huge spiders 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Pick monster from distant room  
  11 
  Pick monster from adjacent level  
  12 
  Dungeon Dressing (use table 6.2) 
   
  Table 6.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Walls are scorched for 10’.  
  2 
  Small blue pennant.  
  3 
  1 copper piece of unknown mintage.  
  4 
  Squeal as of a rusty wheel, off in the distance.  
  5 
  Pipes run along ceiling for 20’, then disappear 
  into the stone. They are neither cool nor hot.   
  6 
  Crushed and dented hip flask.  
  7 
  White-flowered dandelion growing through a 
  crack in the floor. 
  8 
  A desiccated apple core.  
  9 
  Loud “ping” sound (like sonar on a submarine).  
  10 
  One wall has a large damp spot.  
  11 
  One (right) boot.  
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  STAIRS WITH LANDINGS. These stairs lead up to Area 
  #70 on Level 5: THE DEEPS.  
  2. 
  COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #19 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  3. 
  RUST MONSTER LAIR. A pair of rust monsters dwells 
  here (22, 24 h.p.). The body of a gnome is also here 
  amidst the nest (rags, bracken, trash), with a pouch 
  with 20 gems.  
  4. 
  GREAT CENTRAL SHAFT. The elevator room from #177 
  on Level 3: THE DUNGEONS passes through here on 
  its way down. It is inaccessible via normal means 
  from the rest of the level. 
  5. 
  COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #1 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  6. 
  COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #24 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  7. 
  POISON DART TRAP. Anyone entering this area will 
  activate a spray of poison darts; 6 darts strike as 5HD 
  monsters, doing 1d3 h.p. of damage. All those hit 
  must make a saving throw vs. poison or take an 
  additional 3d6 h.p. damage.  
  
  Castle of the Mad Archmage 
   
   
   
  46 
   
  8. 
  COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #7 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  9. 
  WEREBOAR LAIR. A trio of wereboars dwell in this 
  room (25, 26, 26 h.p.). They will normally go about in 
  boar-man guise, but are cunning enough to 
  approach PCs in human form and feign friendship. 
  They have a hidden cache of 4,000 s.p. and a small 
  box with 6 gems. One of them wields a longsword 
  +3 while in human form.  
  10. COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #25 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  11. SPIRAL STAIRCASE. This spiral stair leads up to Area 
  #73 on Level 5: THE DEEPS.  
  12. COVERED PIT. This covered pit will drop victims 10’ 
  (inflicting 1d6 h.p. of damage in the process) into 
  Area #9 on Level 6A: THE SUB-LABYRINTH. The PCs 
  should not know that they are on a new level; unless 
  they think to check for secret doors, the game 
  master should play this as if it were an ordinary pit 
  trap.  
  13. GOO TRAP. Those entering this section of the hallway 
  will be doused with an incredibly sticky goo from 
  above (save vs. breath weapon to avoid). Any struck 
  by the viscous stuff will find that anything they had in 
  their hands is now stuck to them, anything picked up 
  is similarly so, armor cannot be removed, etc. 
  Movement is reduced to half while covered. It is also 
  highly flammable; anyone holding a torch will suffer 
  3d6 h.p. fire damage, as will anyone covered in the 
  stuff who is later struck by fire. It can be removed by 
  10 minutes’ application of alcohol. The inhabitants 
  are well aware of the trap and will be sure to use fire 
  against any who are covered in the goo.  
  14. MINOTAURS. Two minotaurs dwell here (30, 31, h.p.), 
  both armed with giant flails (+2 damage). They 
  have 6,000 c.p. and 1,000 s.p. in two large chests. 
  15. HORN TRAP. When anyone enters this 10’ section of 
  corridor, an enormously loud horn will sound, 
  echoing throughout the halls for hundreds of feet in 
  all directions. It has two practical effects; those in the 
  immediate vicinity (within 20’) will be deafened for 
  1d6+3 turns. It will also alert any wandering 
  creatures to the presence of (weakened) prey in the 
  vicinity; 
  double 
  the 
  chance 
  for 
  wandering 
  encounters for the same amount of time. The game 
  master is encouraged to replicate the effect of 
  deafness on the PCs by forcing the players 
  themselves to resort to pantomime and/or note 
  writing when communicating with one another. All 
  deaf PCs will also be surprised on a roll of 1-3 on a 
  d6.  
  16. MINOTAURS. Four minotaurs dwell here (28, 30, 32, 
  33 h.p.), two armed with great axes (treat as 
  halberds) and two with giant flails (+2 damage). 
  They have 2,000 c.p. and 3,000 s.p. in three large 
  chests.  
  17. WEREBOARS. A pair of wereboars dwell here (24, 27 
  h.p.). Normally they will be found in boar-man form, 
  although they will try to gain the confidence of 
  explorers in human form if the opportunity presents 
  itself. They have 2,000 e.p. in a hidden chest.  
  18. HOOK HORRORS. Four of the beasts dwell here (20, 
  20, 22, 24 h.p.). They have 1,000 e.p. in a barrel.  
  19. MINOTAURS. Five minotaurs dwell here (30, 30, 32, 
  33, 35 h.p.), three armed with great axes (treat as 
  halberds) and two with giant flails (+2 damage). 
  They have 5,000 c.p. and 3,000 s.p. in three large 
  chests.  
  20. CHUTE DEPOSITORY. The chute from Area #155 on 
  Level 5: THE DEEPS leaves its victims here. The secret 
  panel on the wall immediately closes after victims hit 
  the ground, and cannot be opened from within the 
  room. Note that the east door is one-way only; 
  unless the PCs think to spike it open, it will close and 
  become undetectable from the hallway. Four 
  skeletons (5, 5, 6, 7 h.p.) are here to greet visitors.  
  21. PURPLE 
  WORM. 
  A 
  smallish, 
  but 
  nonetheless 
  fearsome, purple worm lairs here (75 h.p.). In its 
  gullet can be found 35 gems and a bowl 
  commanding water elementals.  
  22. CHASM. This huge gash in the living rock has opened 
  up the corridors in various directions. The chasm 
  goes 30’ both up and down, and various openings 
  on this level as well as Area #100 on LEVEL 5: THE 
  DEEPS and Area #34 on LEVEL 7: THE CRYPTS. A small 
  ledge can be seen on the southeast wall at this 
  level. The whole is lit with a supernatural dim green 
  luminescence, so the other openings in the rift can 
  be dimly perceived. Distant groans, drips, flaps, and 
  skitterings can be heard as well 
  23. MOVING WALL. When first encountered by the PCs, 
  each of these walls will be in one position or another 
  (roll randomly to determine).  Each will switch 
  positions every 1d6 turns. They are normally 
  undetectable, although a dwarf or similar creature 
  can make a standard check to detect unusual 
  stonework, etc. They cannot be moved by the PCs, 
  even if detected.  
  24. COCKATRICES. A mated pair of cockatrices has 
  made their nest in this chamber (20, 29 h.p.). There 
  is a minotaur-shaped statue here that has signs of 
  being pecked and chipped away at. If broken 
  open, 1,000 g.p. will spill out of the stoned sack on 
  its belt.   
  25. MINOTAURS. Four minotaurs dwell here (29, 30, 32, 
  34 h.p.), two armed with great axes (treat as 
  halberds) and two with giant flails (+2 damage). 
  They have 3,000 c.p. and 2,000 s.p. in three large 
  chests.  
  26. STAIRCASE DOWN. This staircase leads to Area #93 
  on Level 7: THE CRYPTS and thence to Area #56 on 
  Level 8: THE LESSER CAVES.  
  
   
   
  Level Six: The Labyrinth 
  47 
  27. TREE-STUMP ENTRANCE. The rough-hewn passage 
  leading south out of this room leads nearly a quarter 
  mile to an old and innocuous-seeming tree stump. 
  Careful inspection will reveal that it is hollow, and the 
  lid can be lifted, revealing a ladder leading down to 
  the earthen passage.  
  28. SECRET ROOM. Four skeletons are here (4, 5, 5, 6 
  h.p.), wearing straw hats, Beatles wigs, and hooked 
  rattan canes, who will perform an eerie soft-shoe 
  dance to the strains of an unheard melody. When 
  they are done, if there is applause, one of them will 
  snap off its left radius (smaller arm-bone) and offer it 
  as a thank-you, which will function as a wand of 
  enemy detection (44 charges).  
  29. MINOTAURS. Two minotaurs have made this room 
  their lair (32, 36 h.p.), each armed with a huge axe 
  (treat as a halberd). They have 3,000 s.p. and 1,000 
  e.p. in 4 large chests. The first chest also has another 
  piece of the Puzzle Door leading to Area #133 on 
  Level 5: THE DEEPS (see APPENDIX II: New Magic 
  Items for details). The Puzzle Door piece looks like a 
  large wooden jigsaw-puzzle piece. Approximately 2’ 
  on a side. 
  30. DISPLACER BEASTS. Five of these beasts have laired 
  here (25, 25, 26, 27, 28 h.p.). They will often prowl 
  the halls for prey. A large (4’ diameter) golden disk in 
  the shape of a smiling sun is mounted on the north 
  wall; if removed it is worth 4,000 g.p.  
  31. MINOTAURS. Three minotaurs have made this room 
  their lair (27, 30, 33 h.p.), each armed with a huge 
  axe (treat as a halberd). They have 2,000 c.p. and 
  1,000 e.p. in 6 large sacks.  
  32. WEREBOARS. A pair of wereboars dwell here (25, 26 
  h.p.). Normally they will be found in boar-man form, 
  although they will try to gain the confidence of 
  explorers in human form if the opportunity presents 
  itself. They have 3,000 e.p. in a hidden chest.  
  33. STAIRS UP. This staircase leads to Area #117 on Level 
  4: THE LOWER DUNGEONS.  
  34. ROOM OF THE RAM. The ceiling of this room is 
  dominated by an enormous fresco of a ram against 
  a background of a midnight blue sky with stars. The 
  floor is painted red.  
  35. ROOM OF THE GOAT. The ceiling of this room bears a 
  fresco of an enormous goat with one broken horn, 
  against a background of midnight blue and stars. 
  The floor of the room is painted green.  
  36. ROOM OF THE ARCHER. The ceiling of this room is 
  covered by an enormous fresco depicting an 
  archer, with a field of midnight blue and stars. The 
  floor is painted red.  
  37. ROOM OF THE SCORPION. The ceiling of this room is 
  covered with a giant fresco of a scorpion against a 
  midnight blue field with stars. The floor is painted 
  blue.  
  38. SECRET CHAMBER. The entire section of wall opens 
  up when the secret door is opened. An ancient, 
  average sized black dragon (77 h.p.; spells 
  memorized: charm person, enlarge, friends, hold 
  portal, light (x2), shield, sleep). It is in stasis until the 
  secret door is opened, at which point it attacks; it will 
  never be found asleep initially. This is the female 
  mate of the dragon in Area #42. [DESIGNER’S NOTE: 
  This series of secret chambers and their contents was 
  originally described by Gary Gygax in the January 
  2002 issue of Dragon Magazine. They were a feature 
  of the original dungeon, and in the original both 
  dragons were eventually freed after the PCs had 
  discovered several of the treasure caches first.] 
  39. ROOM OF THE BULL. The ceiling of this room is 
  covered with an enormous fresco of a bull set 
  against a sky of midnight blue and stars. The floor is 
  painted green.  
  40. SECRET CHAMBER. There is a huge pile of coins in the 
  middle of this room; 60,000 c.p., 30,000 s.p., and 
  10,000 g.p. Mixed in are 25 gems and 18 pieces of 
  jewelry, as well as seven rolled up tapestries worth 
  100 g.p. each (weighing 50# each) and a dozen 
  giant beaver pelts worth 500 g.p. each.  
  41. ROOM OF THE WATER-BEARER. The ceiling of this 
  room is covered with a great fresco of a man 
  pouring a river of water from a jug, set against a 
  background of midnight blue and stars. The floor is 
  painted yellow.  
  42. SECRET CHAMBER. The entire section of wall opens 
  up when the secret door is opened. An ancient, 
  huge black dragon (88 h.p.; spells memorized: 
  charm person, dancing lights, friends (x2), light, 
  magic missile, push, sleep). It is in stasis until the 
  secret door is opened, at which point it attacks; it will 
  never be found asleep initially. This is the male mate 
  of the dragon in Area #38. 
  43. ROOM OF THE FISH. The ceiling of this room is 
  covered with a fresco of an enormous fish, against a 
  midnight blue background with stars. The floor is 
  painted blue.  
  44. SECRET ROOM. Held in neat racks along the walls are 
  the following potions. None are labeled. Animal 
  control (mammal / marsupial), clairaudience, 
  clairvoyance, climbing (x2), ESP, extra-healing, fire 
  resistance, gaseous form, giant strength, growth, 
  heroism, invisibility, oil of etherealness, plant control, 
  polymorph self, philter of love, speed, water 
  breathing (x2).  
  45. ROOM OF BALANCE. The ceiling of this room is 
  dominated by a fresco of an enormous balance 
  (scales) against a field of midnight blue with stars. 
  The floor is painted yellow.  
  46. ROOM OF THE TWINS. The ceiling of this room is 
  covered with an immense fresco depicting two 
  cherubic children; one male and one female, set 
  against a background of midnight blue with stars. 
  The floor is painted yellow.  
  47. ROOM OF THE CRAB. The ceiling of this room bears 
  an enormous fresco of a crab, set against a 
  background of midnight blue with stars. The floor is 
  painted blue.  
  48. SECRET CHAMBER. A hoard of scrolls is here, of all 
  types. 
  1) 
  Magic-user; 
  fly, 
  minor 
  globe 
  of 
  invulnerability, shatter, hold portal. 2) Protection from 
  Elementals. 3) Illusionist; suggestion, confusion, light. 
  4) Magic-user; delayed blast fireball, extension I, 
  strength. 5) Clerical; divination, cure disease, silence 
  15’ radius. 6) Magic-user; tongues, hold monster, 
  
  Castle of the Mad Archmage 
   
   
   
  48 
   
  shield. 7) Magic-user; dig, gate, legend lore. 8) 
  Clerical; locate object, conjure animals, insect 
  plague, command. 9) Magic-user; blink, polymorph 
  self, massmorph, wall of stone. 9) Druidical; dispel 
  magic, conjure fire elemental, animal summoning II. 
  10) Magic-user; ice storm. 11) Clerical; blade 
  barrier, raise dead, cure serious wounds. 12) 
  Clerical; protection from evil, snake charm, prayer. 
  13) Magic-user; enchanted weapon, cloudkill, slow. 
  14) Magic-user; clairvoyance, lightning bolt, fear, 
  anti-magic shell, statue, phase door, gust of wind. 
  15) 
  Protection 
  from 
  Devils. 
  16) 
  Magic-user; 
  Leomund’s trap, Leomund’s tiny hut, Leomund’s 
  secret chest. 17) Protection from Magic. 18) Magic-
  user; passwall, remove curse, spider climb.  19) 
  Clerical; speak with dead. 20) Magic-user; ray of 
  enfeeblement, fumble, infravision, cone of cold.  
  49. ROOM OF THE LION. The ceiling of this room is 
  covered with a huge fresco of a lion against a 
  midnight blue background with stars. The floor is 
  painted red.  
  50. SECRET CHAMBER. This room is a small magical 
  armory. Weapons are stored neatly in racks, shields 
  are hung on walls, and armor is on special stands. 
  There is a shield +2; shield +1, +4 vs. missiles; plate 
  mail +2; ring mail +1; studded lather +1; leather 
  armor +3; longsword +1,+4 vs. reptiles; longsword 
  +3; broadsword +2; longbow +1; dagger +2, +3 
  vs. creatures larger than man-sized; mace +4; and 
  a spear +1.  
  51. ROOM OF THE MAIDEN. The ceiling of this room is 
  covered with an enormous fresco of a young girl 
  bearing 
  two 
  sheaves 
  of 
  wheat, 
  against 
  a 
  background of midnight blue and stars. The floor is 
  painted green.  
  52. STAIRS UP. This staircase leads to Area #53 on Level 
  5: THE DEEPS.  
  53. HOLLOW FLOOR. The floor here is hollow, and will 
  break easily under any sort of weight, revealing a 2’ 
  depression in which lairs a black pudding of large 
  size (70 h.p.).  
  54. ACID TRAP. A spray of acid will cover any who enter 
  this section of the corridor, doing 4d6 h.p. of 
  damage (save vs. breath weapon for half damage; 
  make sure that exposed items such as weapons 
  and armor make saving throws vs. acid).  
  55. STAIRS UP. This staircase leads up to Area #122 on 
  Level 5: THE DEEPS.  
  56. TELEPORTER LANDING. Those teleported from Area 
  #140 on Level 4: THE LOWER DUNGEONS will end up 
  here. 
   
  T1 – T6. These are special teleporters located in the 
  southeast section of the level. When the PCs enter 
  this area, they will be magically teleported from their 
  current location to a random teleporter with an 
  audible “BAMF!” and a brief flash. The GM should roll 
  a d6 to determine their destination; a roll of 1 
  indicates they end up in T1, a roll of 2 indicates T2, 
  etc. If the roll indicates the same place where the 
  PCs currently are, there is still the audible “BAMF!” 
  and flash, but the PCs are not actually teleported 
  (they won’t know that, however). This effect only 
  works once per hour per teleporter. Clever PCs might 
  actually use that to their advantage when being 
  pursued.  
   
  
   
   
  Level Six-A: The Sub-Labyrinth 
  49 
  Level Six-A: The Sub-Labyrinth 
   
  This level is unusual in that it is intended to act as a buffer 
  between Levels 6 and 7. Originally, the primary means of 
  reaching the Crypts was through here or the Great 
  Central Shaft, and the only way to enter here was to 
  discover the secret of the covered pit traps on Level 6. 
  The subsequent creation of the chasm that runs between 
  levels 5 and 7 spoiled that arrangement somewhat, 
  leaving this sub-level mostly without visitors. It should be 
  realized that most of this level is a distraction for the PCs. 
  The goal should be Level 7. The relative lack of treasure 
  should prod them in that direction. It is also something of 
  a logistical challenge, as getting back to Level 6 through 
  the covered pit traps could be difficult if forethought has 
  not been employed.  
   
  This level has direct access to levels 6 and 7. It consists of 
  one map.  
   
  Table 6A.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PC’s 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1-2 carrion crawlers 
  2 
  1-6 ghouls 
  3 
  7-12 giant rats 
  4 
  Ildriss (aka wind terror or elemental grue; 19 h.p.) 
  5 
  1-2 ghasts 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Pick monster from Level 7: THE CRYPTS.   
  11 
  Pick monster from Level 7: THE CRYPTS.  
  12 
  Dungeon Dressing (use table 6A.2) 
   
  Table 6A.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Page of text torn from a personal diary. The only 
  entry on the page reads “Why did we even try to 
  come this way?”.  
  2 
  Pipes run along the ceiling, dripping water at a 
  joint before disappearing into the stone.  
  3 
  Three black candle stubs arranged in a 2’ 
  triangle.  
  4 
  Gibbering off in the distance, lasting 10 
  seconds.  
  5 
  Small bucket of sand with a tiny shovel.   
  6 
  A dozen empty snail shells.  
  7 
  Scorch marks on the walls and floor. 
  8 
  Half a coconut shell.  
  9 
  Written on a wall in chalk: “M.B. �”.  
  10 
  A human (or humanoid) leg bone bearing teeth 
  marks along its length.  
  11 
  One (left) boot.  
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  PIT. This is the bottom of the hidden pit trap in Area 
  #5 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside.  
  2. 
  SHRIEKERS. A pair of shrieker fungi (12, 13 h.p.) will be 
  found here. Naturally, if the door to Area #1 is 
  opened, they will “go off”.  
  3. 
  SKELETAL DOGS. A pack of ten skeletal dogs (3, 3, 4, 
  4, 4, 5, 6, 6, 7, 7 h.p.) dwells here, and will often be 
  found roaming the corridors of this level in search of 
  victims. They will certainly come in response to the 
  shriekers in Area #2.  
  4. 
  A DEVILISH PAIR. A pair of blue abishai devils (21, 24 
  h.p.) dwell here. They appear as quintessential devils 
  with blue-tinged scales, down to the mighty tridents 
  they wield in combat. They are tasked with keeping 
  an eye on the crypts for the benefit of the Dukes of 
  the Hells; they will not immediately attack intruders, 
  but will exchange leniency for information, if 
  possible.  
  5. 
  STAIRS DOWN. This staircase leads to Area #13 on 
  Level 7: THE CRYPTS.  
  6. 
  BATTLEFIELD. This room has obviously been the site of 
  a mighty battle in the past. Several broken swords 
  and a rent shield are here, broken arrows litter the 
  ground, and the northeastern corner of the place is 
  scarred and pitted as if by some great splash of 
  acid.  
  7. 
  PIT. This is the bottom of the hidden pit trap in Area 
  #8 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside. 
  8. 
  GIBBERING MOUTHER. This amoeboid abomination 
  (24 h.p.) will often roam the corridors, but makes its 
  lair in this otherwise bare chamber.  
  9. 
  PIT. This is the bottom of the hidden pit trap in Area 
  #12 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside. 
  10. FUNGUS-COVERED ROOM. Most of the floor and walls 
  of this room are covered in a variety of different sorts 
  of fungal growth atop some sort of sickly white 
  matter. This is, in fact, a colony of four phycomids 
  (16, 17, 18, 20 h.p.) which will attack those entering 
  the room. Under the largest, in a wooden scroll 
  case, is a scroll of the magic-user spells fire charm 
  and wall of fire. If fire is used to attack the fungal 
  creatures, the scroll must make a save or be 
  destroyed.  
  11. STAIRS DOWN. This staircase leads to Area #19 on 
  Level 7: THE CRYPTS.  
  12. CARNIVORES. A pair of giant pedipalps lairs here (20, 
  23 h.p.) and are constantly hungry owing to the 
  paucity of available food. The smaller has 6 gems in 
  its gullet, the larger 2 pieces of jewelry.  
  13. SHADOWY CORRIDOR. There is a magical effect in 
  this portion of the hall that causes a dimming effect 
  on any light source. Light and continual light spells 
  will only work at half effectiveness. Because of this, a 
  shadow (15 h.p.) has taken this place as its lair.  
  14. STAIRS DOWN. This staircase leads to Area #24 on 
  Level 7: THE CRYPTS.  
  
  Castle of the Mad Archmage 
   
   
   
  50 
   
  15. TRAPPER. This appears to be an empty room with a 
  medium-sized stone chest in the center. The center 
  20’ of this room actually hides a trapper (60 h.p.); 
  the chest is a lure created by the beast to entice 
  victims. It will wait to maximize the number of victims 
  in its grip before attacking.  
  16. REFUSE PIT. This appears to be a midden, or garbage 
  dump. There is nothing of value or danger hidden in 
  the vast pile of mulch and trash, but characters 
  poking around in it for any length of time are 5% 
  likely per turn of catching a disease.  
  17. PALE GREEN LIGHT. A curtain of pale green light 
  crosses the corridor here, completely blocking it 
  from side to side and top to bottom. Any living flesh 
  (but not bone) touching it will instantly be 
  disintegrated. 
  Non-living 
  substances 
  such 
  as 
  wooden poles, iron spikes, armor, etc. will be 
  unaffected. Someone testing the field with, say, a 
  hand will take 1d6 points of damage. Someone 
  stating explicitly that they are walking through it 
  without care will die instantly, no save.  
  18. POTTED FERNS. A pair of large potted ferns is in this 
  room, one in each corner, which is lit by a dim 
  continual light spell. They are harmless.  
  19. PIT. This is the bottom of the hidden pit trap in Area 
  #2 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside.  
  20. EMPTY ROOM. An empty shelf runs along the entire 
  wall at a height of 5’.  
  21. THE BRASS FACE. At the end of this short corridor is 
  mounted a large (5’ high) face of beaten brass. The 
  face is that of a horned and bearded, but not 
  necessarily malevolent, human sporting a slight and 
  ambivalent smile. If approached, it will speak, 
  saying; “Dungeons deep and prisons dark; do not 
  tarry on a lark; if the Archmage’s secrets you would 
  find; be careful lest you lose your mind; for quick to 
  anger, quick to mirth; this wizard is beneath the 
  earth; so heed my words from mouth to ear; the well 
  of wonder brings you near.” 
  22. GREAT CENTRAL SHAFT. The elevator room from #177 
  on Level 3: THE DUNGEONS passes through here on 
  its way down. It is inaccessible via normal means 
  from the rest of the level. 
  23. SUITS OF ARMOR. A pair of suits of animated armor (5 
  HD; 22, 25 h.p.; see APPENDIX III: New Monsters for 
  details) stand at attention in the corners of this room. 
  Any living creature entering will be attacked. They will 
  not pursue.  
  24. PIT. This is the bottom of the hidden pit trap in Area 
  #6 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside. 
  25. PIT. This is the bottom of the hidden pit trap in Area 
  #10 on Level 6: THE LABYRINTH. Note that it appears 
  as a regular door from the outside. 
  
   
   
  Level Seven: The Crypts 
  51 
  Level Seven: The Crypts 
   
  This level has an extensive system of crypts, tombs, and 
  graves, as well as the apparatus and facilities for 
  processing dead bodies to be interred here. It is, 
  naturally, thick with the undead. Most of the actual 
  tombs, however, are sealed; meaning the danger of the 
  level can in some ways be proportional to the greed of 
  the PCs. There are also three separate temples to various 
  deities and demons related to death and the undead, 
  each of which is a fierce rival of the others. There is also a 
  temple to the Rat God on LEVEL 8: THE LESSER CAVES 
  which has relevance to this level (see Area #80 & etc. on 
  that level for more information).  
   
  There are two sets of tunnels which are not noted on the 
  map. Both the ghouls and ghasts of the secret temple of 
  the King of Ghouls (Area #72) and the giant rats of the 
  temple of the Rat God on LEVEL 8: THE LESSER CAVES, 
  have an extensive and ever-changing maze of small (6” 
  – 24” diameter) series of tunnels in, around, below, and 
  over the tombs, hallways, and rooms indicated on the 
  map. The game master should, if it becomes necessary, 
  invent the details of these twisting and turning tunnels on 
  the fly. Forays into them should be discouraged, as the 
  quarters are cramped in the extreme, allowing only the 
  slowest crawling movement, little or no ability to use 
  weapons and spells, and the prospect of becoming not 
  only lost but also ambushed in myriad different locations. 
  The tunnels of the rats and ghouls rarely intersect for long, 
  and the tunnels through the earth will usually collapse in 
  on themselves within a few days of being dug, only to be 
  replaced by more of the bronchial passages through the 
  same volume of earth almost immediately. It is through 
  these passages that the ghouls and rats played their 
  game of raiding the crypts and tombs for newly-interred 
  flesh, although nowadays their insatiable hungers are 
  sated more by passing adventurers and other explorers 
  or inhabitants of adjacent levels. It should be taken for 
  granted that the ghouls and rats, if encountered 
  (especially in their own lairs) will use these tunnels to their 
  advantage to retreat, set up ambushes and hit-and-run 
  attacks, etc. 
   
  It should be noted that throughout the level are sealed 
  entrances to various crypts and tombs. These are 
  marked with an “o” on the map. They appear as bricked-
  up doorways, but the mortar can be seen to be dry and 
  crumbling. They can be broken through with a successful 
  open doors check, although doing so will automatically 
  require a random encounter check due to the noise, 
  and will alert all those creatures dwelling within. The 
  careful use of tools to open the sealed entrances will 
  take longer, but can be much quieter, at the game 
  master’s discretion. The game master may wish to 
  indicate which sealed entrances have been opened by 
  filling in the circular map notation, to distinguish between 
  those which have been opened, and those which are 
  still sealed. Some of the more extensive can, and 
  probably should, be viewed as mini-dungeons in their 
  own right.  
   
  Those Game Masters with access to the AD&D Second 
  Edition Ravenloft™ Monstrous Compendium may wish to 
  enact the following special rule; any elementals that are 
  summoned or otherwise commanded to appear on this 
  level of the dungeon will in fact manifest as mist, grave, 
  pyre, or blood elementals, as appropriate for the type 
  originally summoned.  
   
  This level has direct access to levels 3, 5, 6, 6A, 8, and 9. 
  There are four maps: northeast, southeast, southwest, 
  and northwest.  
   
  Table 7.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PC’s 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1-4 carrion crawlers 
  2 
  3-12 ghouls 
  3 
  7-12 giant rats 
  4 
  2-12 ghouls plus 1 ghast 
  5 
  1-3 ghasts 
  6 
  1 pyre wraith (see APPENDIX III: New Monsters) 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Pick monster from Level 6A: THE SUB-LABYRINTH.   
  11 
  Pick monster from Level 8: THE LESSER CAVES.  
  12 
  Dungeon Dressing (use table 7.2) 
   
  Note that the inhabitants of sealed crypts cannot be 
  used as random encounters, unless there is a secret 
  passage leading out of the crypt into the main areas, or 
  they are undead of non-corporeal type (such as ghosts 
  and spectres). Ghouls, ghasts, and giant rats will emerge 
  from hidden tunnels 50% of the time (see above), giving 
  them a +1 chance to surprise.  
   
  Table 7.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  A discarded grave shroud.   
  2 
  1-6 ordinary rats scurry away from the party.  
  3 
  A 6’ pentacle drawn in chalk on the floor with a 
  small gap in the outer circle. In blood is written 
  “You missed a spot” with an arrow pointing to it.  
  4 
  Three burned-out torches.  
  5 
  A fresh pomegranate.   
  6 
  A trowel.  
  7 
  The sound of organ music off in a random 
  direction, lasting for 10-60 seconds. 
  8 
  A human skull with horns, missing the jawbone.  
  9 
  The scent of lilacs, which disappears after 1 
  round.  
  10 
  A leather dog collar.  
  11 
  A torn paper fan.  
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  
  Castle of the Mad Archmage 
   
   
   
  52 
   
  ENCOUNTER AREAS 
   
  1. 
  THE GREAT CENTRAL SHAFT. The elevator room ends 
  its journey here, originating at Area #177 on Level 
  3: THE DUNGEONS. After this room is entered, the 
  door will close and the entire room will ascend to 
  Level 3: THE DUNGEONS. It will stay at the top of the 
  shaft for 24 hours thereafter. The door can be 
  forced open during that time, but there is no way to 
  get into the room through the floor while it’s at the 
  top of the shaft.  
  2. 
  RECEIVING HALL. This is a large hall with vaulted 
  ceilings and imposing pillars every 10’ along its 
  length. The walls and ceilings are covered with an 
  impressive array of geometric brickwork designs. 
  The whole place is dimly lit with some sort of variant 
  continual light spells, which give the whole place a 
  ruddy red glow.  
  3. 
  ANTECHAMBER. This room is lit with the same reddish 
  continual light spells as is Area #2, and is 
  dominated by an enormous pair of bronzewood 
  doors bound with bronze fittings, carved with 
  scenes of the nine primary afterlives of the various 
  Outer Planes. The doors are exquisitely balanced, 
  and open with a touch.  
  4. 
  CHAPEL OF THE GREAT REAPER. This is a very high-
  ceilinged room, whose vaulted heights are choked 
  with cobwebs. The whole is lit with continual light 
  spells of subdued hue. The walls are lined with 
  tapestries 
  of 
  purple, 
  silver, 
  and 
  black, 
  demonstrating how the complex theology of the 
  Reaper has its impact on those who are destined 
  for all of the various Outer Planes. Some are 
  disturbing, some not so much, all would be found 
  to be a jaundiced view of the afterlife by true 
  believers of their various faiths. Each of the 10 
  tapestries weighs 200# and would be worth 125 
  g.p. to a sage or other collector interested in such 
  topics. At the southern end of the chamber is an 
  enormous altar with carvings proclaiming its 
  dedication to the Reaper. Beyond the altar is a 10’ 
  tall statue of the Great Reaper; a shrouded figure 
  with a skull face and an enormous scythe held aloft 
  as if about to swing down on the altar. The statue 
  has at its base a silver unholy water font capable of 
  producing 10 vials of such liquid at a stroke under 
  the proper circumstances. It is worth 500 g.p. if 
  removed intact, but the curse of the Reaper will 
  attend such a desecration, and those involved 
  (directly or indirectly) will be stricken with a wasting 
  disease causing the loss of 1 h.p. per day until the 
  bowl is returned or the perpetrators are called to 
  the Reaper’s bosom, which will not be a happy 
  reunion at all… The entire room functions as an 
  unholy site, and attempts to turn undead by Good-
  aligned clerics and others will be done as if they 
  were two levels lower than they really are. If a dead 
  body is placed on the altar and a bless spell is cast 
  upon it by a cleric dedicated to the Great Reaper, 
  the great scythe in the hands of the statue will 
  suddenly be brought down upon the altar, cutting 
  through both body and stone, and then held aloft 
  in triumph, until the tableau resets and everything—
  body, altar, and statue—is as it was before. Doing 
  so actually makes it more difficult for such bodies 
  to become undead (details are left to the game 
  master), but they will decay into rot and corruption 
  at twice the normal rate once the ritual has been 
  completed.  
  5. 
  ANTECHAMBER. There are several comfortable 
  divans and chairs here, tables, cloak-racks, mirrors, 
  etc. Several plush rugs adorn the floor, and would 
  be worth 250 g.p. each if removed (there are four 
  total, each 10’ X 15’, and weighing 60# each).  
  6. 
  ACOLYTES OF THE REAPER. Four low-level adherents 
  of the Reaper dwell here, awaiting the time when 
  the tomb complex becomes active again. They will 
  not be immediately hostile, but will be wary. (C1; 5, 
  5, 6, 7 h.p.; AC 8 (leather armor); spells memorized 
  (one per acolyte): curse, cure light wounds, cause 
  fear, sanctuary; armed with maces.) The room has 
  four simple pallets and a single desk; there are four 
  prayer books of the Reaper (worth 10 g.p. each) 
  and each acolyte has 20 s.p. Somehow, time 
  passes more slowly in this area of the dungeon 
  than elsewhere, and the clerics here (and 
  throughout the temple of the Reaper) do not 
  realize just how long it has been since anyone was 
  actually interred here.   
  7. 
  PRIESTS OF THE REAPER. Three priests of the Reaper 
  dwell here (C3; 12, 14, 15 h.p.; AC 5 (chain mail); 
  spells memorized: command, light, silence 15’ 
  radius / command, cure light wounds, cause fear, 
  know alignment / command, cause light wounds, 
  hold person; all are armed with maces). The 
  quarters here are Spartan, but each has a bed and 
  a desk; on each desk is the same prayer book of 
  the Reaper (worth 10 g.p. each). Each priest has 
  15 g.p. on his person.  
  8. 
  LAMA OF THE REAPER. The second-in-command of 
  the temple complex, Jerrod Lifebane, dwells here. 
  He is grossly obese, but fiercely cunning. (C7; 42 
  h.p.; AC 3 (chain mail +2); spells memorized: 
  command, cure light wounds, light, cause fear, 
  hold person, know alignment, silence 15’ radius, 
  bestow curse, dispel magic, cause serious wounds; 
  armed with a flail +1.) Jerrod also has a ring of free 
  action and a potion of healing. He has the usual 
  bed, desk, and prayer book (10 g.p.), but also has 
  a locked chest containing 200 g.p., 100 s.p., and 
  a 100 g.p. necklace.  
  9. 
  HIGH PRIEST OF THE REAPER. Karl Morganson is the 
  leader of the priests of the Reaper here, and while 
  he is under the same time-dilation effect, he is at 
  least aware of it. (C10; 64 h.p.; AC 1 (plate mail 
  +2); spells memorized: command (x2), cure light 
  wounds, light (x2), cause fear, find traps, hold 
  person (x2), know alignment, silence 15’ radius, 
  slow poison, create food and water, cause 
  blindness, cause disease, dispel magic, cure 
  serious wounds, divination, sticks to snakes, flame 
  strike, insect plague; armed with a mace +2/+3 vs. 
  invertebrates.) He also has a periapt of wound 
  closure and a ring of commanding earth 
  
   
   
  Level Seven: The Crypts 
  53 
  elementals (as the stone). He also keeps 100 g.p. 
  on his person, as well as a circlet of platinum and 
  obsidian worth 500 g.p. His quarters have a Spartan 
  bed and table, and the same prayer book as the 
  other clerics of the Reaper. Beneath his bed is a 
  locked iron chest with a poison needle trap on the 
  latch (save vs. poison or die). It contains 100 s.p., 
  400 g.p., 100 p.p., a pouch with 10 gems, and 
  one of Heward’s Fantastical Forks in the key of C. 
  10. 
  KITCHEN. The clerics of the Reaper use this place as 
  a small kitchen to meet their modest needs. There 
  is also a small store of food here (dried meats and 
  fruits, meal and flour, etc.).  
  11. 
  JANITOR’S CLOSET. There are a variety of brooms 
  and mops here, as well as a bucket on a wheeled 
  base, various rags, etc.  
  12. 
  PARLOR. This is a well-appointed room with 
  overstuffed chairs, fine tables, and lit by a 
  chandelier with nine eternal candles (see APPENDIX 
  II: New Magic Items for details).  
  13. 
  STAIRS UP. This staircase leads to Area #5 on Level 
  6A: THE SUB-LABYRINTH.  
  14. 
  MAKESHIFT SURGERY. There is a blood-stained table 
  here, as well as a variety of surgical instruments. A 
  large steel barrel is in one corner; it contains a very 
  strong acid, used for dissolving the corpses and 
  body parts that are dissected here. Dr. Cooper (see 
  Area #15-16) uses this room in his anatomical 
  experiments. He will be here 25% of the time, 
  performing another vivisection.  
  15. 
  ANATOMIST. This comfortable room is currently 
  being used by Dr. Leyast Cooper, a leading 
  surgeon, who is using the ready supply of bodies to 
  further his studies of anatomy (F3, 26 h.p., AC 10, 
  armed with a set of eight surgical knives, treat as 
  daggers). He is well protected, however, by 
  Marcus, a flesh golem (40 h.p.), who accompanies 
  the doctor wherever he goes. He will be cautiously 
  friendly to strangers, but will take any opportunity to 
  get fresh specimens.  
  16. 
  LIBRARY/SANCTUM. Dr. Cooper keeps a small library 
  of medical works in this room, which he uses in his 
  researches. There is also a large desk with a half-
  finished book by the doctor himself, including many 
  original hand-made drawings based on his work in 
  the dungeons.  
  17. 
  RECEIVING VAULT. This room was used to store 
  incoming bodies until a proper burial chamber or 
  tomb complex could be provided. Any corpse 
  stored here will be magically protected from any 
  sort of decomposition (the anti-rotting effect will 
  extend to food and anything else, and the rotting 
  disease carried by mummies will be completely 
  arrested during any stay within this room). There are 
  four caskets here, each with a body within (human 
  male, elven female, halfling male, half-elf male), 
  all of which are still fresh and non-decayed. None 
  has any treasure, but there is a brass plate on the 
  half-elf’s coffin which gives the year of his death as 
  twenty years earlier.  
  18. 
  WORKERS’ TOMBS. These small burial chambers 
  contain the remains of those who were killed in the 
  construction of this level of the Castle. Chambers A, 
  B, C, and E each contain a pair of greater zombies 
  (16,17,17,18,20,20,21,22 h.p.; 4 HD; turn as a 
  ghast, otherwise as a normal zombie). Chamber D 
  contains a pair of (non-undead) skeletons, one of 
  which has a shovel of digging (see APPENDIX II: 
  New Magic Items). Note that if one of the pairs of 
  zombies is freed, the others have a 25% chance 
  per round of smashing through the seals on their 
  tombs and joining the battle. Roll separately for 
  each set of zombies.  
  19. 
  VESTIBULE. Each of the corners in this room has a 4’ 
  high pedestal on which there rests a vase with long-
  dead plants. If inspected, the vase in the northwest 
  corner has been broken and somewhat sloppily 
  glued back together. The staircase leads to Area 
  #11 on Level 6A: THE SUB-LABYRINTH.  
  20. 
  EMBALMING ROOM. (See Area #22 for a possible 
  threat to explorers here.) If examined, there is a 3” 
  gap between the bottom of the door and the floor. 
  The stench of chemicals is powerful as soon as the 
  door to this room is opened. Within are four metal 
  tables (each with a slight rim) surrounded by various 
  smaller tables on wheels with various medical 
  instruments on them in neat array. Above each of 
  the large tables is a glass vat, suspended from the 
  ceiling, with a sickly yellow liquid within (embalming 
  fluid; deadly if swallowed). Various hoses and 
  clamps depend from each of the vats, tipped with 
  sharp needles. Beneath each of the tables is a 
  rude wooden vat, all of which are deeply stained 
  dark red (they are used to hold the blood). Beneath 
  each table is also a foot-operated bellows 
  connected to the wooden vat and more hoses 
  leading up; this is a pump used to desanguinate 
  the deceased and introduce the embalming fluid 
  into the body. The surgical tools and equipment 
  are worth a total of 4,000 g.p. if removed intact; it 
  will require special crating to do so properly, 
  however.  
  21. 
  STORE ROOM. Several large barrels of embalming 
  fluid are here, as well as 5 smaller casks of highly 
  flammable alcohol (treat as 20 flasks of oil each if 
  used as an incendiary weapon).  
  22. 
  STORE ROOM. If examined, it will be seen that the 
  door to this room is slightly ajar. A flock of 30 stirges 
  has taken up residence here (2, 3, 3, 4, 4, 4, 4, 4, 
  5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 
  9, 9 h.p.). There is a 10% chance per round that 
  anyone is in Area #20 that the stirges will be 
  disturbed and attack whoever is within.  
  23. 
  COLUMBARIUM. The walls of this room are lined with 
  niches holding as many as three hundred urns, 
  each containing the ashes of a deceased 
  individual. One of the urns contains a diamond 
  worth 10,000 g.p. Fifteen of the urns are home to a 
  pyre 
  wraith 
  (12,12,12,13,14,15,16,17,18,19, 
  20,20,21 h.p.; see APPENDIX III: New Monsters for 
  details). For those without a d300 handy, roll a d6 
  and a d100. If the d6 is a 1-2, add nothing to the 
  d100. If the d6 is 3-4, add 100. If the d6 is 5-6, add 
  200. Urn 173 contains the diamond, glittering atop 
  
  Castle of the Mad Archmage 
   
   
   
  54 
   
  the ashes. Urns 4, 22, 55, 65, 118, 134, 150, 154, 
  178, 197, 215, 222, 249, 281, and 298 each 
  contain one of the pyre wraiths. Otherwise, the urn 
  contains ordinary ashes.  
  24. 
  STAIRS UP. This staircase leads to Area #14 on Level 
  6A: THE SUB-LABYRINTH.  
  25. 
  TOMB OF PHILIP KREGOV. Above the sealed 
  entrance to this tomb is an ornate rose-decorated 
  carving with a large cursive “K”. Note that there is a 
  secret door leading from this tomb into the 
  corridors beyond, so its inhabitants could well be 
  met in random encounters.  
  A. PRIVATE CHAPEL. This octagonal room serves as a 
  small chapel in honor of Shuthoth, vassal of Orcus 
  and king of vampires. Murals on the walls portray 
  entire worlds being drained of blood by an 
  enormous space-faring bat, screaming humans 
  (and demi-humans) fleeing swarms of vampire 
  bats that darken the sky, etc. There is a small skull-
  decorated fountain in the middle of the room that 
  splashes blood instead of water; this serves not only 
  as unholy water, but also will restore 5-10 h.p. to 
  any wounded vampire who drinks of it. The entire 
  space functions as an unholy place, and attempts 
  to turn undead are done as if the cleric were 3 
  levels lower than his or her actual level. If any lawful 
  good-aligned 
  cleric 
  enters 
  the 
  room, 
  an 
  enormously loud gong will ring; all mirrors must 
  make a saving throw vs. crushing blow or be 
  destroyed (metal mirrors are also effected by this, 
  albeit with a better chance of making their saving 
  throw).  
  B. SERAGLIO. There are three silk-lined coffins on 
  delicately appointed biers in this room, as well as 
  an enormous round bed in the middle of the room. 
  Shackles are discreetly secured to the walls in order 
  to keep victims for later. The coffins are home to 
  Kregov’s three brides (but the game master should 
  not assume they will be meekly waiting within; they 
  will most likely use their high charismas and charm 
  ability to seduce victims). Getreide, in addition to 
  being a vampire, is an accomplished fighter (F9, 
  57 h.p., AC 0 (no armor in the tomb, but she has a 
  suit of plate mail hidden in the bier under her coffin, 
  which she uses when out in the rest of the 
  dungeon, to fool those she encounters; her armor 
  class is a function of her regular vampiric power 
  plus her boots), wielding a long sword +2/+4 vs. 
  reptiles). She wears boots of striding and springing. 
  Semente is a vampiric magic-user/thief (in life, she 
  was a half-elf; M-U6/T8; 29 h.p.; AC 1; spells 
  memorized: dancing lights, magic missile, push, 
  spider climb, ESP, wizard lock, haste, hold person; 
  she has a wand of polymorphing (19 charges) and 
  is armed with a dagger +4 (don’t forget her ability 
  to backstab). Her spell book is in a hidden 
  compartment in her coffin, and contains the 
  above spells as well as read magic, comprehend 
  languages, shield, forget, scare, and fly. Calebasse 
  is a vampire druid (D7; 45 h.p.; AC 1; spells 
  memorized: animal friendship (x2), detect magic, 
  entangle, invisibility to animals, speak with animals, 
  heat metal, obscurement, trip, warp wood, stone 
  shape, summon insects (x2), dispel magic). She is 
  armed with a scimitar +2 and has a ring of earth 
  elemental command.  Each wears 4 pieces of 
  jewelry worth at least 1,000 g.p. each, and there is 
  a hidden compartment in the bed that holds a 
  small chest. It is not locked, but there is a poison 
  needle trap on the clasp (save vs. poison or die). 
  The box contains 50 gems.  
  C. SECRET CHAMBER. This room contains nothing 
  except a large bas-relief face on the west wall. The 
  face is that of a cherubic figure with curly hair and 
  an endearing smile. If it is directly spoken to, it will 
  reply “I’ve been waiting so long for someone to talk 
  to! Please, give me a gem and I shall give you a 
  rich reward.” If a gem of 100 g.p. value or greater is 
  placed in the face’s mouth, the person doing so 
  will gain 1 point of charisma. If the gem is of lesser 
  value, the person doing so will lose 1 point of 
  charisma. The gem, of course, will disappear in 
  either case. It only works once per person, and only 
  three times per month in any case.  
  D. KREGOV’S CRYPT. This secret chamber is the true 
  resting place of Philip Kregov. He is both a vampire 
  and a cleric of great power (C9; 55 h.p.; AC 1; 
  spells memorized: command (x2), light, darkness, 
  cause fear, sanctuary, augury, hold person, resist 
  fire, silence 15’ radius, animate dead, dispel 
  magic, speak with dead, detect lie, protection 
  from good 10’ radius, quest). He is armed with a 
  mace +2 and has a staff of withering (22 charges).  
  The room is decorated as if it were a high-class 
  dining room; a long table dominates, with 
  candelabras, fine linen and china, etc. Four 
  zombies (9,10,11,14 h.p.) stand at the corners in 
  powdered wigs and rotten livery, acting as butlers, 
  but who can be used for other tasks as Kregov 
  wishes. Kregov’s coffin is hidden discretely behind 
  an oriental screen in the northwest corner, but if 
  Kregov is resting in it when intruders appear, the 
  zombies have orders to wake him immediately. His 
  only treasure is a ring with a 10,000 g.p. diamond.  
  E. STUDY. There are four leather armchairs here, as 
  well as several tables, lamps, etc. There are a 
  dozen 
  scrolls 
  here, 
  of 
  non-magical 
  nature, 
  describing histories of various events and people of 
  interest, 
  including 
  Feragar 
  (see 
  Area 
  #36), 
  Xenototh the Charioteer (see Area #124), and 
  Gregor the Terrible (see Area #41). The game 
  master is encouraged to flesh out these histories, as 
  needed and desired.  
  F. GUARDIANS. Four skeletons (6,6,7,8 h.p.) guard 
  the far door of this room.  
  G. FALSE CRYPT. This room has nothing except a 
  single coffin on an ornate bier, right in the center. 
  The walls are covered in silken tapestries, and a pair 
  of eternal candles (see APPENDIX II: New Magic 
  Items) rest at the head and foot of the coffin, on 
  ornate wrought iron holders. Within is a false 
  vampire, who looks remarkably like the real Kregov 
  (if the player characters have happened to see 
  him before, they will be fooled 90% of the time). It 
  
   
   
  Level Seven: The Crypts 
  55 
  will appear to be asleep in the coffin, and will 
  disappear into dust if a stake is thrust through its 
  heart. A secret compartment in the bier holds what 
  appears to be 10,000 g.p. in 20 small sacks; when 
  removed from the dungeon, however, they will be 
  revealed to be iron coins.  
  26. 
  TOMB OF VARNOR. Above the sealed entrance to 
  this tomb is the name “Varnor”. Within is a large and 
  ornate sarcophagus, decorated with vegetative 
  motifs. Varnor is a mummy (45 h.p.), but is very 
  clever. He will lie low, not revealing his undead 
  status by remaining completely immobile until 
  there are several would-be defilers of his grave 
  within easy reach. (Unless they are specifically on 
  their guard against such a ploy, the player 
  characters are surprised on a 1-3 on a d6). Within 
  his chest, replacing his internal organs, are four 
  pouches, each containing ten 50 g.p. gems.  
  27. 
  BURIED ALIVE. There is no name engraved above 
  the sealed entrance to this tomb. Chained to the 
  far wall is a humanoid skeleton. There are scratches 
  on the walls by the bolts securing the chains to the 
  wall, and the person seems to have died straining 
  to reach the door, impossibly far away.  
  28. 
  OFFICE OF THE CHIEF MORTICIAN. So reads the 
  small brass plaque on the door leading into this 
  room. Within is a tidy office, with a small desk, 
  behind 
  which 
  is 
  a 
  semi-transparent 
  scribe, 
  scribbling away at an equally-incorporeal ledger. 
  Behind him is a regular bookcase filled with such 
  immaterial books. Gustav, a spectre (37 h.p.), is the 
  secretary for the Chief Mortician. He will look up 
  from his work and ask intruders if they have an 
  appointment. If they do not, he will send them 
  away, annoyed to have been interrupted in his 
  endless work, but he will not attack unless intruders 
  attempt to force their way into the next room, or he 
  is attacked. If the player characters ask to make an 
  appointment, Gustav will inform them that there is 
  an opening in 1d4 days.  
  29. 
  INNER OFFICE. This is the office of Mobilius, the chief 
  mortician for the entire level, and the one who in its 
  heyday was responsible for the orderly operation of 
  the whole level. Today, his work largely consists of 
  organizing repairs, as new arrivals are non-existent, 
  and most of the staff has left. Mobilius’ office is 
  comfortable, and his desk is immaculate, except 
  for a large jar, in which a brain can be found 
  floating in a yellowish liquid that bubbles slightly. 
  The jar appears to be resting on a brass stand, 
  although if inspected, the stand and the jar are 
  connected (the stand contains the mechanisms 
  that keep the solution in the jar circulating, and 
  ultimately the brain itself alive) The brain itself is, of 
  course, Mobilius (HD 1-1; 2 h.p.; AC 10 (but see 
  below); # ATK: 0; SA: telepathy, clairaudience (20’ 
  radius from the brain itself) and clairvoyance (20’ 
  radius from the brain itself) at will, charm person or 
  charm monster 3x per day, wizard eye 2x per day, 
  lightning bolt 1x per day, repulsion 1x per day; SD: 
  immune to charm, hypnosis, sleep, and hold- type 
  spells, jar made of glassteel and requires 25 h.p. 
  crushing damage to crack open; all spell effects as 
  per 10th level of ability). Mobilius is chiefly 
  concerned with the orderly running of the crypts, 
  against the day that it will once more be brought 
  into full operation.   
  30. 
  WEB-CHOKED ROOM. This room is covered from 
  floor to ceiling with thick and sticky spider webs. It is 
  also 
  home 
  to 
  8 
  giant 
  spiders 
  (16,16,17,17,17,18,19, 21 h.p.); they will drop from 
  the ceiling or spring from shadowed corners at any 
  intruders. If the webs are set alight, they will quickly 
  flee through a small hole near the ceiling into Area 
  #31. Three humanoid skeletons can dimly be seen 
  in the center of the room, hopelessly mired in 
  webbing. The first has a large sack with 2,000 s.p. 
  inside. The second has a small belt pouch with two 
  potions of extra healing. The third has a 100 g.p. 
  (non-magical) brooch. 
  31. 
  SECRET ROOM. It is here that the spiders in Area 
  #30 will flee if their webs are set on fire. There are 
  only a few webs near the ceiling, which is 20’ high 
  in this room. They will surely ambush intruders if 
  possible.  
  32. 
  CREMATORY. The eastern half of this room is 
  dominated by an enormous brass and iron 
  cremator, beneath which is a large oven for coke 
  and coal. Pipes lead into the ceiling to draw away 
  the fumes and smoke. There is a wheeled tray 
  (called a charger) that leads into the door of the 
  retort; bodies would be placed on the charger and 
  thrust into the retort quickly, so as to not lose any of 
  the heat within. There is also a hand-cranked 
  cremulator, into which the ashes are poured in 
  order to pulverize them into the traditional dust. The 
  western half of the room has several tables with 
  flimsy wooden coffins used to hold the body as it is 
  placed within the retort. There are also tools to 
  clean and maintain the oven (shovels, brooms, 
  coal tongs, etc.). An ornate cabinet contains both 
  the fine brushes and scoops used to recover the 
  ashes, but also four plain silver urns (worth 30 g.p. 
  each). There is a 5% chance that anyone being 
  cremated in this facility will return as an undead 
  pyre wraith (see APPENDIX III: New Monsters).  
  33. 
  STAIRS DOWN. This narrow, winding staircase leads 
  down directly to Area #60 on Level 9: THE GREATER 
  CAVES.  
  34. 
  CHASM. This huge gash in the living rock has 
  opened up the corridors in various directions. The 
  chasm goes 60’ or so up, and various openings on 
  this level as well as Area #100 on Level 5: THE 
  DEEPS and Area #22 on Level 6: THE LABYRINTH. The 
  whole is lit with a supernatural dim green 
  luminescence, so the other openings in the rift can 
  be dimly perceived. Distant groans, drips, flaps, 
  and skitterings can be heard as well. There is a 
  sinkhole in the floor, opening up above Area #59-A 
  on Level 8: THE LESSER CAVES.  
  35. 
  THE BONE ROAD. Each door to this area is a 
  massive bronze affair decorated with skeleton 
  motifs and requiring a combined strength of 25 to 
  open (they open in, and will swing shut on their own 
  
  Castle of the Mad Archmage 
   
   
   
  56 
   
  unless spiked open). This enormous tunnel is made 
  up of vaulted sections, the walls of which are lined 
  from floor to ceiling with niches cut into the stone 
  which hold complete skeletons, multitudes of skulls, 
  and piled bones, as well as the occasional funerary 
  urn. A thick layer of dust and thick cobwebs rests 
  upon the whole, and the remnants of black, white, 
  and grey shrouds can still be seen clinging to the 
  more permanent remains. The whole is riddled with 
  tiny holes behind the niches, through which giant 
  rats and ghouls can follow intruders and set up 
  attacks and ambushes. A random encounter here 
  could very well consist of an entire wall bursting 
  forth with shards of bone as scores of giant rats 
  issue forth, only to scurry back to their hidey-holes 
  once they have incurred losses. The whole is an 
  intensely lonely place; unexplained dust-devils raise 
  brief cones of grave-dust, a breeze occasionally 
  whistles through the eyeholes and teeth of the 
  thousands of skulls along the walls, and weird 
  echoes haunt its entire length. Note that the places 
  where bricked-over tomb entrances are indicated 
  on the map are not covered by the niches and 
  bones; they stand in stark relief against the tableau, 
  and are not subtle.  
  36. 
  THE TOMB OF FERAGAR THE NIMBLE. The name 
  “Feragar the Nimble” is inscribed above the sealed 
  entrance to this tomb. He was renowned as a 
  famous freelance thief in the city more than a 
  century ago. 
  A. RECEIVING CHAMBER. A low stone bier sits in the 
  middle of the room. The walls are decorated with 
  murals of daring burglaries; one scene shows a 
  man stealing a crown from the top of a king’s head 
  and replacing it with a bucket, another shows the 
  same man using a thin cord to lasso an enormous 
  jewel through the bars of several cages-within-
  cages, an urchin (but if examined closely, the child 
  could be a younger version of the man in the other 
  murals) stealing a dagger from the belt of a city 
  guardsman, etc. If the bier is touched, the person 
  doing so will turn a bright green for the next 48 
  hours, but will suffer no other ill effects. The color 
  change only happens once per day.  
  B.  GUARDIANS. A pair of undead giant constrictor 
  snakes dwell here (30, 35 h.p.; as regular giant 
  snakes, except in skeletal form, turn as spectres), 
  waiting among the shadows near the ceiling on 
  rafters installed for that very purpose. If intruders 
  enter, the skeletal snakes will fall upon them, bite, 
  and constrict as per normal giant constrictor 
  snakes. 
  C. THRUPPY’S TOMB. Feragar’s partner in crime, 
  Thruppy, is interred here. Thruppy accompanied 
  Feragar on all his adventures, but received little of 
  the notoriety that his partner craved. He is now a 
  (halfling-sized) wight (26 h.p.). He usually spends his 
  time seated on a halfling-sized chair at the east 
  end of the chamber gazing at the open chests of 
  loot that fill the center of the room. Four large open 
  chests contain a total of 20,000 s.p., 3,000 g.p., six 
  pieces of jewelry, and a shortsword +2.  
  D. FERAGAR’S BURIAL CHAMBER. A modest coffin 
  against the northern wall of this room holds the 
  mortal remains of the master thief Feragar. Feragar 
  himself, however, is now a wraith (36 h.p.), and will 
  tend to hide in the shadows, attacking intruders 
  from behind if possible. The room also has six large 
  locked chests. Chest #1 has a poison needle trap 
  (save or die), and contains 1,000 s.p. Chest #2 has 
  a poison gas trap (save or be left unconscious for 
  12 hours) and contains 500 g.p. and a dagger +1. 
  Chest #3 has no trap, and contains 1,500 s.p. 
  Chest #4 will inflict 3d6 h.p. of electrical damage if 
  the lock is picked, and contains 1,000 s.p. and 100 
  g.p. Chest #5 has no trap, but contains a delicate 
  vase worth 75 g.p. If the chest is smashed open, 
  the vase must make a saving throw vs. crushing 
  blow. Chest #6 has the key in its lock. Anyone 
  turning the key will unlock the chest. Anyone 
  removing the key from the lock will be cursed; any 
  attempt to move quietly will fail (if the cursed 
  character is a thief, move silently rolls are made at 
  a -25% penalty). The chest contains 1,000 s.p. 
  E. FERAGAR’S REAL TREASURE. Astute players will 
  notice that the treasure in Feragar’s burial chamber 
  is rather meager. This room has one large chest 
  and one small one, both locked (the key to each is 
  underneath the other chest), but neither is trapped. 
  The large chest contains 10,000 g.p. The small 
  chest contains 10 gems (none less than 100 g.p. 
  value) and a potion of extra healing. It also 
  contains the keys to the chests in room D. 
  37. 
  TRUE LOVE WAITS. The sealed doorway to this crypt 
  simply says “True Love Waits” above it. It is the final 
  resting place of a pair of star-crossed lovers, 
  Omero and Teluitej. The walls of the short corridor 
  are covered with pictures of hearts, clouds, 
  cherubs, and so forth. The faint smell of roses can 
  be detected throughout the place.  
  A. OMERO’S BURIAL CHAMBER. The room is bare 
  save for a wooden coffin on a bier. He is a vampire 
  (59 h.p.). If examined carefully, it can be seen that 
  his chest has a large gaping wound; his heart is 
  missing. The coffin is otherwise empty. There is a 
  secret compartment in the bier that contains a 
  sealed glass jar containing a human heart in some 
  sort of clear liquid. It is, in fact, the heart of his love 
  Teluitej. Omero is subject to a geas that prevents 
  him from being within sight of his beloved. If his 
  heart is given back to him (see room B, below) the 
  geas will be broken. He will thank those responsible, 
  let them leave unscathed, and tell them the 
  location of a sword of sharpness he secreted away 
  in the wilderness within an easy day’s march. 
  B. TELUITEJ’S BURIAL CHAMBER. Teluitej rests on a 
  catafalque (an elaborate bier) draped with white 
  gauzy linen. She is, in fact, a special form of 
  undead Greenhag (60 h.p.; all of the normal 
  powers of the Greenhag, plus the special defenses 
  of the undead, turn as Special). It will immediately 
  be noticed that she has a gaping hole in her chest 
  and is missing her heart. She is under the same sort 
  of geas as is Omero, but will reward those who free 
  
   
   
  Level Seven: The Crypts 
  57 
  her of it by telling them of a hidden necklace 
  secreted under a floorboard in an inn in the nearby 
  city. It is worth 3,000 g.p. There is a secret 
  compartment 
  in 
  the 
  catafalque 
  containing 
  Omero’s 
  heart 
  in 
  a 
  plain 
  earthenware 
  jar. 
  [DESIGNER’S NOTE: If both Omero and Teluitej are 
  freed from their confinement and their geases, they 
  would most certainly leave the dungeon as soon as 
  possible and could be used as a powerful pair of 
  protagonists in the campaign.]  
  38. 
  EMPTY TOMB. There is no inscription above the 
  sealed entrance to this tomb. Within is a stone bier 
  with an empty burial shroud. It is otherwise empty.   
  39. 
  TOMB OF REGICK KHAN. Above the sealed 
  entrance to this tomb is the inscription “KHAN” in the 
  flowing script of the distant West. 
  A. A RIDDLE. Note that the secret door in the 
  northern wall can not be discerned by normal 
  means (even the inherent abilities of elves and 
  others to detect such devices). In the middle of this 
  room is a large stone sarcophagus. It requires a 
  combined strength of 40 to remove the lid. Within is 
  a withered husk of a corpse, who will sit up and say 
  (in the language of the West) “There are no eyes so 
  quick, no vision so keen, that this by you is ever 
  seen, save if you be lad or lass, and gazing in a 
  looking glass.” If no one is present who can 
  understand that tongue, the body will simply lay 
  back down. It has no treasure, and the only way it 
  can be coaxed into repeating its riddle is if the lid is 
  somehow returned into its place and removed 
  once again (note that it takes a combined strength 
  of 60 to return the lid to its place, unless magical 
  means or some sort of block and tackle is used). If 
  the answer is given within 1 minute of the riddle 
  being uttered (“my eyes” being the correct answer, 
  or some variation thereupon), the corpse will point 
  to the northwest corner of the room, and the secret 
  door will open. 
  B. ANOTHER RIDDLE. In the east and west halves of 
  this room are four statues of wyverns, aggressively 
  posed and protected behind a shimmering blue 
  curtain of energy that is completely impenetrable. 
  The northern door is solid steel, and has a curious 
  locking mechanism. Inscribed on the door (in the 
  same Western tongue that the other inscriptions 
  have been), is the riddle, “What English word is 
  pronounced incorrectly by everyone?” There are 11 
  dials set into the door, each bearing the 26 letters 
  of the English language, as well as a large lever-
  handle. If the correct answer is spelled out in the 
  dials (“incorrectly”) and the lever pulled, the door 
  will open. If the wrong answer is entered and the 
  lever pulled, the person doing so will take 13-24 
  h.p. (1d12 + 12) of electrical damage.  The wyvern 
  statues are a bluff; they, and the blue curtains of 
  energy, never change.  
  C. THE CRYPT OF REGICK KHAN. Seated on an 
  ornate throne is the body of Regick Khan, 
  resplendent in his ceremonial armor and bearing a 
  great bow. The bow is, in fact, a bow of speed +3. 
  In addition, the body wears a crown of gold worth 
  1,500 g.p. 
  40. 
  TOMB OF AIRAM SALLAC. Above the sealed 
  entrance to this tomb is the inscription (in Elvish) 
  “Here lies the Lady Airam Sallac; it is finally over.” 
  The brickwork on this particular vault has an ornate 
  claywork medallion superimposed over the center 
  of it; a magic-user of 6th level or greater (or anyone 
  else who is versed in the field) will have a 50% 
  chance of recognizing it as some sort of seal 
  intended to prevent the passage of evil spirits. 
  A. THE STAGE IS SET. Sixteen skeletons are here, 
  dressed in faded and tattered tuxedos, and seated 
  facing the west door. If intruders attempt to walk 
  down the aisle towards the door, they will stir to life 
  and attack (4,4,4,5,5,5,5,5,5,6,6,7,7,8,8,8 h.p.).  
  B. A RARE BIRD INDEED. It is here that the body of 
  the Lady Airam rests, in an open coffin surrounded 
  by long-dead bouquets of flowers. She, once a 
  famous singer in her day, is now a groaning spirit 
  (36 h.p.) and she will come out to give a 
  “performance” if she hears the sounds of fighting in 
  room A. Her body is wearing six pieces of jewelry 
  worth 500 g.p. each.  
  41. 
  TOMB OF GREGOR THE TERRIBLE. Above the sealed 
  entrance to this tomb is the inscription “Here lies the 
  greatest warrior of his age.”  
  A. VESTIBULE. The walls of this chamber are covered 
  with murals of enormous armies battling one 
  another on grassy plains, in forests, through 
  mountain passes, etc. One figure in bright red 
  armor, huge with a great black beard and wielding 
  a spear, is figured prominently in all of the images. 
  In between the pictures are hanged swords, 
  dented and rent shields, tattered banners, etc.  
  B. GUARDIAN. A draugar (30 h.p., armed with a 
  broadsword; see APPENDIX III: New Monsters for 
  details) will instantly attack anyone who opens the 
  door to this small chamber. It wears a belt studded 
  with silver worth 25 g.p. 
  C. TRAP. The door to this room is locked. Once it is 
  opened, a large log with a sharpened end will 
  swing through the doorway. Anyone attempting to 
  enter the room must make a saving throw vs. 
  paralyzation or take 2-20 h.p. of damage.  
  D. LITTLE WARS. (There is a 20% chance that Gregor 
  from room F will be here using the Little General to 
  replay old victories.) This room is dominated by a 
  large (6’ x 8’) table covered with approximately 6” 
  of sand (it has a raised edge to prevent the sand 
  from spilling out). The sand has been formed into 
  various designs; mounds, channels, etc. There are 
  also hundreds of small metal figurines; close 
  inspection will reveal that they are small statues in 
  the image of various warriors, mounts, archers, 
  knights, etc. What appear to be miniature trees 
  and shrubs are also to be found, as are four large 
  gems, cut in a very odd fashion, and inscribed on 
  the various facets (close inspection reveals these 
  inscriptions to be numbers, 1 through 20, repeated 
  on each gem). There are two large rubies worth 
  1,000 g.p. each and two emeralds worth 1,200 
  
  Castle of the Mad Archmage 
   
   
   
  58 
   
  g.p. each. There is a secret compartment in the 
  bottom of the table that holds a small book; a 
  comprehend languages spell is required to read its 
  contents. The book reveals the exact instructions on 
  how to use the table and associated items. The 
  whole setup radiates magic if detected for, and is, 
  in fact, a valuable magical item known as Gregor’s 
  Little General. The user sets up his forces and 
  moves them as if playing a game, but the enemy 
  forces will move and maneuver as they will in the 
  actual battle. If the miniature figures are used to 
  plan a battle to be fought within the next 72 hours, 
  the user will receive an overall 25% bonus to win 
  the battle. If a less abstract means of resolving 
  mass combat is used, then give all forces under 
  the command of the user a 25% bonus when both 
  attacking and/or defending. The battle must involve 
  at least 100 individuals on each side; the magic 
  does not function when dealing with smaller 
  skirmishes. The whole thing takes 1d4+2 hours to 
  complete its function. It can be moved, but is 
  rather delicate and heavy, and the game master 
  should not make extraction too easy on the player 
  characters. 
  E. GUARDIAN. A draugar (29 h.p., armed with a flail; 
  see APPENDIX III: New Monsters for details) will 
  attack anyone entering this room.  
  F. GREGOR’S CRYPT. There is an ornately carved 
  sarcophagus here, decorated to look like the 
  warrior in the murals in room A. Within lies Gregor 
  the Terrible, now a restless spirit (45 h.p., SA: 
  successful attack requires save vs. spells or victim 
  becomes insane (see AD&D DMG for details); see 
  APPENDIX III: New Monsters for details). There is a 
  20% chance that Gregor’s spirit will be in room D 
  (see above). Within the sarcophagus are his 
  moldering remains, dressed in great (if decaying) 
  finery. The clothing is now worthless, but there were 
  20 gems sewn onto it worth 50 g.p. each. The body 
  is also wearing an ornate golden crown worth 1,000 
  g.p., and has a ring of strength (see APPENDIX II: 
  New Magic Items for details) on one hand.  
  42. 
  HONOR GUARD. Both entrances to this area have 
  nothing except a blank shield inscribed above it. 
  Within are 30 skeletons (h.p. 5 each) who will come 
  pouring out and immediately attack intruders.  
  43. 
  TOMB OF SHURIMAT RACCILEU. Inscribed above the 
  sealed entrance is the name “Shurimat Raccileu”. 
  Within, Shurimat is a draugar (h.p. 27; see APPENDIX 
  III: New Monsters for details). He has a small chest 
  with 200 g.p. and the final piece of the Puzzle Door 
  found at Area #133 on Level 5: THE DEEPS (see 
  APPENDIX II: Magical Items for more information).  
  44. 
  EMPTY TOMB. There is no inscription above the door 
  to this tomb. If entered, it holds nothing except an 
  empty coffin on a plain stone bier.  
  45. 
  AN ARROWING EXPERIENCE. Above the entrance to 
  this tomb is the inscription “Larimda Rabka”. As soon 
  as the entrance to this tomb is breeched, an 
  enormous bolt from a ballista will be launched at 
  the doorway. It attacks as a 10 HD monster, and will 
  do 2-20 h.p. of damage if it hits. There is nothing 
  else within.  
  46. 
  BY THE NUMBERS. Each of the sealed tombs in this 
  hallway bear a roman numeral I – VI above the 
  entrance.  
  A. TOMB I. A wight (16 h.p.) will attack those 
  attempting to enter. 
  B. TOMB II. A pair of skeletons (6,7 h.p.) will attack 
  anyone opening the seal. 
  C. TOMB III. No inhabitants, but it does contain a 
  scroll with the clerical spells cure critical wounds 
  and raise dead. 
  D. TOMB IV. A shadow (17 h.p.) will attack. 
  E. TOMB V. Empty except for a Guy Fawkes mask 
  and a dagger of distance (functions like a 
  crossbow of distance).  
  F. TOMB VI. Empty. 
  47. 
  TOMB OF MALVAUNT. Above the sealed entrance to 
  this tomb is the inscription “Malvaunt”.  
  A. OUTER CRYPT. Mosaics on the walls of this room 
  depict idyllic woodland scenes. Fauns and dryads 
  sport amongst the trees, and the animals of the 
  woods frolic with one another in peace and 
  harmony.  
  B. STATUES. Each alcove contains a statue of a 
  large ogre, armed with an immense halberd and 
  wearing plate mail.  
  C. STATUES. Each alcove contains a statue of a 
  large troll, armed with a wicked-looking spiked 
  mace and wearing plate mail. 
  D. STONE DOOR. This massive round stone door is 
  graven with a demonic face, with is a large metal 
  ring set into the face through the nose. If the ring is 
  touched, the face will animate, asking, “You may 
  pass my portal if you can answer my riddle. What 
  cheese is made backwards?” If the correct answer 
  (“edam”) is given, the door will swing slowly open. It 
  cannot be forced open, although it can be 
  circumvented by magic (passwall, etc.). 
  E. MALVAUNT’S CRYPT. Malvaunt, now a spectre (45 
  h.p.), will attack any intruders. The remains of a 
  coffin are strewn about the otherwise-empty 
  chamber; it looks as if it has been tossed around 
  and smashed against the walls. Hidden in the 
  wreckage is a small pouch with 6 x 500 g.p. gems. 
  48. 
  SUFFER THE LITTLE CHILDREN. The sealed entrance to 
  this crypt has a clown’s face surrounded by 
  balloons inscribed above the doorway. When the 
  seal is broken, the sounds of children’s laughter can 
  be faintly heard coming down the corridor. 
  A. PLAYROOM. This gaily-painted room has many 
  large toys; a rocking horse, balls, stuffed animals, 
  wooden blocks, etc.; all are faded and tattered 
  with age. Within are six child spirits (5,5,6,7,7,8 h.p.; 
  see APPENDIX III: New Monsters for details) and four 
  child-sized skeletons (3,3,4,4 h.p.) all playing with 
  the toys in the room. If someone enters, they will 
  begin to play “tag”, attacking the intruders as they 
  laugh and shriek with joy. If pressed, they will retreat 
  into room B. 
  B. NURSEMAID. A succubus (38 h.p.) is here, sitting in 
  a rocking chair, rocking gently. If any of the children 
  
   
   
  Level Seven: The Crypts 
  59 
  have fled into this room, she will attack fiercely.  
  C. TOMB. Ten tiny coffins are here. Six have 
  desiccated child-corpses, and four are empty. 
  Each has a small purse of 30 g.p. under the pillow 
  in the coffin. The third coffin also has a wand of 
  paralyzation (24 charges) hidden in the lining.  
  49. 
  CRYPT OF THE GREY FLOWER. The sealed entrance 
  to this crypt has nothing inscribed above it except 
  an image of a rose.  
  A) This room is completely empty. Once it is 
  entered, it is filled with a bewildering array of 
  beams of light, of every color, dancing about and 
  seemingly with no point of origin. After three rounds, 
  the beams of light disappear, and will not reappear 
  until 24 hours have passed. They have no real 
  effect.  
  B) There is an ornate bier in the center of this 
  chamber, and a casket of old, but obviously very 
  fine, workmanship. If it is opened, it reveals nothing 
  except a long-dead rose. If the rose is picked up, it 
  will crumble to powder. If the powder is gathered 
  up, and brewed into a tea, it will serve as oil of 
  resurrection (functions as per the clerical spell, as if 
  cast by a 20th level cleric).  
  50. 
  CLOCKWORK CRYPT. Above the sealed entrance to 
  this tomb is the image of three interlocking gears.  
  A. OUTER CHAMBER. This room is dominated by an 
  elaborate clockwork mechanism that fills the place 
  from floor to ceiling and wall to wall. Pistons, gears, 
  levers, escapements, pendulums, counterweights, 
  springs, etc. all stand in mute and frozen aspect. 
  The two doors on the south wall are ornately 
  engraved brass. Moving from one end of the room 
  to the other necessarily requires going through the 
  various pieces of the clockwork mechanism; if the 
  players ask, some of the gear teeth are indeed 
  quite massive and sharp, and the whole thing does 
  look rather intimidating and dangerous. It is possible 
  to move through it (at ¼ speed, picking one’s way 
  through the frozen gears and such) without 
  incident, however, as the whole is immobile. See 
  room C for more details.  
  B. TOK-TOK’S TOMB. This room is fitted out as some 
  sort of cross between a blacksmith’s shop and a 
  jeweler’s workroom. On a large work bench in the 
  center of the room are the disassembled pieces of 
  a mechanical man; Tok-Tok. His head, torso, arms, 
  and legs are all separate, and it is easy for even a 
  layman to see that the whole is meant to be put 
  together. 
  A 
  large 
  chamber 
  in 
  his 
  torso 
  (approximately where a human heart would be) 
  seems to be missing a component; it is, in fact, his 
  heart spring. The door to the compartment bears 
  the inscription “Tok-Tok”. A skilled mechanician of 
  3rd level or higher (others, at the game master’s 
  discretion, could as well, but it should be regarded 
  as a very difficult undertaking for someone without 
  specialized knowledge or some sort of magical 
  assistance) would be able to put his components 
  together, but without the heart spring, he cannot 
  function. This is actually intentional; if he is re-
  activated, he will immediately turn upon his 
  benefactors and attempt to slay them and escape 
  into the world. (AC 0; HD 11;  66  h.p.; #AT: 2; DAM: 
  2-16/2-16; SA: steam blast 2/day (1/2” X 4” cone, 
  does 22 h.p. of damage to all within who fail to 
  save vs. breath weapon); SD: immune to sleep, 
  charm, and hold type spells, immune to electrical 
  attacks; INT very; SPEED: 9”). A mechanician of 5th 
  level or higher should be able to reprogram him to 
  a more benign disposition. He would be worth 
  5,000 g.p. to a collector if disassembled, 10,000 
  assembled but missing the heart spring, and a full 
  20,000 intact. The tools in the room would be worth 
  1,500 g.p. to someone who recognizes (and could 
  utilize) their special nature. [DESIGNER’S NOTE: 
  What’s a mechanician, you ask?  Details will 
  eventually be published as a fully developed 
  character class; a scientific analogue of the 
  magic-user. Stay tuned for details!] 
  C. MOTOR ROOM. There is a large metal pillar in the 
  middle of this room, going from floor to ceiling, with 
  some sort of gearing mechanism attached, belts 
  disappearing into the  walls and metal boxes 
  attached to the walls. A single large brass lever can 
  be seen. If pulled by a combined 25 strength, the 
  whole room will seem to shudder for a moment 
  and then the central shaft will begin to slowly rotate. 
  An enormous racket will come from room C as the 
  gears and other mechanisms begin to slowly (and 
  not-so-slowly) move and operate. Anyone in room 
  A when the mechanism is activated, or who 
  subsequently enters, must make a DEX check or 
  suffer 2-12 h.p. of damage per round from being 
  hit, cut, smashed, and otherwise abused by the 
  moving machinery. (Thief-acrobats and others with 
  similar skills may, of course, attempt to use their 
  special skills to avoid the mechanism.) Once 
  activated, it cannot be stopped. If someone 
  attempts to force the lever back, there is a 50% 
  chance that the lever itself will break and the 
  mechanism will remain “on” until the mainspring 
  wears out in 3 hours’ time. It will then reset itself (the 
  lever moving back into position). Remember that 
  movement through room A is always at ¼ speed, 
  unless one is ethereal, etc.  
  D. SECRET CHAMBER. There are several bins 
  containing bits of metal, wire, bent cogs and 
  gears, etc. A thorough search lasting 30 minutes 
  will find a heart-shaped spring, which is Tok-Tok’s 
  heart-spring (see room B above).  
  51. 
  HALFLING’S TOMB. Above the sealed entrance to 
  this tomb is the inscription “Reginard Fellbottom.” 
  Within is Reginard, a halfling, now a wight (16 h.p.). 
  There is an amphora with 100 p.p. within as well. 
  52. 
  PAUPER’S GRAVE. There is an ornate scroll-like 
  inscription above the entrance to this sealed tomb, 
  but there is no name inscribed thereon. Within is a 
  nameless skeleton (6 h.p.) who wears a ring worth 1 
  c.p. The ring radiates magic if detected for, but 
  otherwise has no powers.  
  53. 
  TOMB OF SAVAGES. There is no inscription above 
  the sealed entrance to this tomb. Within are the 
  remains of six savages from the distant South, now 
  
  Castle of the Mad Archmage 
   
   
   
  60 
   
  5 wights (19,22,22,23,24 h.p.) and a wraith (26 
  h.p.). Three large locked wooden chests are also in 
  the room. The first contains 3,000 s.p. and 500 g.p. 
  The second has a poison gas trap (10’ diameter 
  cloud emerges when the chest is opened; all within 
  must save vs. poison or sleep for 3-8 hours), and 
  contains 1,500 g.p. and eyes of minute seeing. The 
  third contains 2,000 s.p., 500 p.p., and a medallion 
  of thought projection. 
  54. 
  MASONRY STORAGE. This room has pallets full of 
  bricks, sacks of cement, trowels, shovels, hammers 
  and chisels, buckets, hods, etc. Some of the 
  supplies 
  are 
  marked 
  “Gh.C.C.” 
  in 
  stenciled 
  lettering. 
  55. 
  A SHADOWY TOMB. Inscribed above the sealed 
  entrance to this tomb is the legend “Here lies Prince 
  Hubert and his faithful pack.” Note that the entire 
  interior of this tomb is very dimly lit by a myriad of 
  tiny crystals embedded in the ceiling; collectively, 
  they give roughly the same amount of light as a 
  starlit evening. Note that spells such as light, 
  darkness, continual light, etc. will not function due 
  to the influence of these crystals.  
  A. ENTRANCE. The whole room is an eerily quiet 
  twilight tableau. There are tattered grey cloths 
  hanging from the walls that soak up any echoes, 
  but it is unclear whether they ever actually 
  contained any pattern or design. If the inhabitants 
  of the tomb are alerted, this room will be used for 
  an ambush. 
  B. MASTER OF THE HOUNDS. Herein dwells Ishketh, 
  the Master of the Hounds to Hubert. He is a shadow 
  demon (52 h.p.), originally sent from the forces of 
  the Abyss to corrupt the soul of Hubert, and now 
  serving him still even after death, through some 
  twist of fate. This has made him quite filled with 
  rage, and he will take out his anger on any 
  intruders. There is a large chunk of cloudy crystal 
  (almost but not quite opaque) in one corner of the 
  room; Ishketh will use this as the focus of his magic 
  jar spell if needed.  
  C. KENNELS. The “faithful pack” of Prince Hubert is 
  here; 8 shadow mastiffs (18,19,19,20,21,22,22,24 
  h.p.). They are usually sprawled out across the 
  room on their bed of straw, but if the tomb is 
  alerted, they will be under the control of Ishketh, 
  possibly under the direction of Hubert himself.  
  D. THE PRINCE’S TOMB. This chamber is filled with 
  boxes and crates of various sizes and shapes. 
  Within is Prince Hubert, a shadow (27 h.p.). The 
  boxes and crates (9 total) contain enormous 
  quantities of a grayish-white powder; volcanic ash. 
  It is worthless on the Prime Material Plane, but is 
  considered a valuable substance on the demi-
  plane of Shadow, being a prized ingredient in 
  cosmetics produced there. In a false bottom in the 
  sixth box is a special amulet of the planes (q.v.) 
  that is specially attuned to the demi-plane of 
  Shadow, and will only take its wearer there.  
  56. 
  BATS. There is no inscription above the sealed 
  entrance to this tomb. Careful inspection will reveal 
  that the entrance is not completely sealed; there 
  are two narrow openings around the edge. These 
  openings allow the dwellers within to come and go. 
  A. A colony of 35 regular bats lives here.  
  B. 18 more regular bats dwell here. 
  C. There are 8 more regular bats in this room, as 
  well as a stone sarcophagus. Within is a long-dead 
  corpse, nothing but bones and some tattered bits 
  of shroud remaining.  
  57. 
  DEM BONES. The only inscription above the sealed 
  entrance to this tomb is a skull and crossbones. 
  Within, the entire crypt is packed from floor to 
  ceiling with an immense jumble of bones of all 
  types and 
  sizes. All seem to come from 
  humanoids, but there doesn’t seem to be any 
  rhyme or reason for how they have been strewn in 
  this room. Characters can spend several hours 
  sifting carefully through the mass, but there is no 
  treasure to be had. 
  58. 
  TOMB OF JASPER DOWNS. Inscribed above the 
  sealed entrance to this tomb is “Here lies the body 
  of Jasper Downs. May he rest in the peace he 
  never had in life. Within, Jasper is now a shadow 
  (38 h.p.). In his coffin is a small bag with a dozen 
  gems, and in a hidden compartment of the bier is 
  a ring of protection +2. 
  59. 
  SMALL TOMB. The sealed entrance to this tomb 
  bears only an ornate letter “R”. Within is a skeleton 
  (7 h.p.), guarding a small chest with 65 s.p. The 
  skeleton is dressed in the trappings of a warrior.  
  60. 
  SMALL TOMB. The sealed entrance to this tomb is 
  carved with an ornate letter “Z”. Within is a zombie 
  (11 h.p.), guarding a small chest with 40 s.p. and a 
  potion of healing. The zombie is dressed in the 
  tattered robes of a wizard.  
  61. 
  OLD MEG’S TOMB. The sealed entrance to this tomb 
  bears the inscription “Here lies Old Meg. Lived a life 
  of ease, but she fell off the ox-cart yesterday.” Note 
  that there is a secret door leading into the Bone 
  Road from this tomb, so its inhabitants could be 
  found there as random encounters. 
  A. GOODS. A veritable trove of feminine grave-
  goods is here. A large chest holds moldering 
  undergarments and other clothing of once-fine 
  workmanship. Two racks hold a dozen dresses each 
  (no longer of any value as garments, unfortunately, 
  but several of them have jewels sewn on to them; a 
  dozen pearls and a half-dozen other stones. Barrels 
  contain a complete set of fine china for 28 worth a 
  total of 1,700 g.p. if removed from the dungeon 
  (two barrels each weigh 200#, and the contents 
  are very breakable).  
  B. BADS. An honor guard of eight skeletons is here 
  (4,4,5,5,6,6,7,8 h.p.). They are functionally just like 
  normal skeletons, but their bones are a bright blue 
  color.  
  C. UGLY. Old Meg dwells within; a night-hag (33 
  h.p). She wields a wicked barbed spear (2-12 h.p. 
  damage) and will attack anyone disturbing her rest. 
  There is a secret compartment under a flagstone in 
  the floor that holds a box with a scroll (clerical) with 
  the spells cure critical wounds and neutralize 
  poison. 
  
   
   
  Level Seven: The Crypts 
  61 
  62. 
  GIANT TOMB. Inscribed above the sealed entrance 
  to this tomb is the name “Olaf Skybrow”. Note that 
  there is a secret door leading into the Bone Road, 
  so its inhabitant could be found as a random 
  encounter. Within is a lavish scene; enormous 
  gilded furnishings, golden platters and cups on the 
  table, and rich tapestries along the walls displaying 
  scenes of jagged mountains and storm-laden skies. 
  Overlooking the entire scene is an enormous (20’ 
  tall) animated corpse in a throne near the southern 
  wall of the chamber; clad in luxurious silks, leathers, 
  and furs, whose eyes glow with a malevolent green 
  light. This is Olaf Skybrow, a storm giant draugar (15 
  HD; 87 h.p.; SA: 8-HD lightning bolt 1/day, levitate 
  2/day; SD: immune to all electrical attacks, 
  otherwise as a normal draugar) armed with an 
  enormous mace (2-12 h.p. damage, +12 for 
  strength). If some way were found to remove the 
  furnishings themselves, they would be worth some 
  5,000 g.p. The plates and cups are worth 1,000 
  g.p., while each of the six tapestries is worth 300 
  g.p. Olaf has on his person a large pouch with 30 
  gems.  
  63. 
  GNAWED SKELETONS. Three skeletons are here. If 
  inspected, they will show signs of having been 
  chewed upon. The chamber is otherwise empty.  
  64. 
  GHOUL TOMBS. Note that the complex of the 
  Temple of the King of Ghouls (Area #72 et al) has 
  access to these rooms, via secret doors. The 
  sealed entrances all have hidden spy-holes that 
  allow those within to look into the Bone Road 
  without detection. Inscribed above the sealed 
  entrance to each of these crypts are the names 
  “Soren” (A), “Shelton” (B), “Kerea” (C), and “Jorend” 
  (D). All are thoroughly infiltrated with ghoul tunnels 
  (see 
  introduction 
  to 
  this 
  level), 
  and 
  ghoul 
  reinforcements can be expected in any battle 
  within 1-4 rounds. 
  A. SOREN’S TOMB. This is used as a staging area for 
  the servants of the Ghoul King. At any given time, 
  there will be between 4 and 12 ghouls here, with a 
  25% chance of a ghast as well. 
  B. – D. These small tombs are only rarely used now 
  as watch-posts. In each, there is only a 25% 
  chance that a single ghoul will be within, who has a 
  zero chance of being surprised, as it will be 
  watching into the Bone Road via the hidden spy-
  holes. 
  65. 
  A NEST OF GHOULS. Inscribed above the sealed 
  entrance to this tomb is a fancy scroll with two 
  arrows and the initials “TB”. However, note that the 
  sealed entrance is, in this case, something of a 
  one-way door; it can be opened from the inside, 
  but not the outside, as if it were a secret door. In 
  addition, there are spy-holes allowing those within 
  to see what is happening in the Bone Road outside; 
  at least one ghoul is on watch. 8 ghouls 
  (8,8,9,10,11,11,12,12 h.p.) and two ghasts (16,19 
  h.p.) are here.  
  66. 
  COMMAND ROOM. It is from here that the ghouls 
  plan and plot their impending takeover of the level 
  and their continuing war against the giant rats. The 
  whole place is dominated by an enormous sand 
  table, on which is marked the whole level in 
  scrupulous detail, along with the various ghoul and 
  known rat tunnels. At any given time there will be 6 
  ghasts (16,17,17,18,19,20 h.p.) and 2 ghouls 
  (10,10 h.p.) standing guard at the eastern door. At 
  the earliest possible opportunity, one of the ghasts 
  will obliterate the map on the sand table, to render 
  it useless to invaders.  
  67. 
  GHOUL WARREN. Note that this room directly adjoins 
  the Bone Road through a secret door; it is not a 
  conventional tomb as seen elsewhere. Within are 
  scores 
  of 
  ghouls, 
  packed 
  together 
  like 
  cockroaches in a box of ziti in a ghetto kitchen 
  cabinet. They are constantly squirming, writhing, 
  and wriggling through the room, clawing new 
  tunnels into the soil and whispering to one another 
  of the secrets found amongst the dead beneath 
  the earth. There are some 40-80 ghouls here at any 
  given time, along with 4-16 ghasts.  
  68. 
  GHASTS. The leadership of the ghouls is generally to 
  be found here, when not in and amongst the 
  troops at large. A dozen ghasts will be here at any 
  given time (16,17,17,18,19,19,20,21,21,21,22,23 
  h.p.).   
  69. 
  LIBRARY. The walls of this room are lined with dozens 
  of shelves holding scores of scrolls. Many are 
  biographies, or histories, or astrological texts, 
  collections of folklore, scientific treatises, etc. Those 
  fifty scrolls are worth 100 g.p. each. Nine are spell-
  bearing scrolls, however. 1 - druid - fire trap, water 
  breathing, repel insects. 2- protection from devils. 
  3- magic-user - fireball, monster summoning I, 
  remove curse, teleport. 4- cleric - cure critical 
  wounds, regenerate. 5- magic-user - wall of fire, 
  wall of ice, wall of stone. 6- protection from magic. 
  7- cleric - exorcise, neutralize poison, dispel evil, 
  raise dead, true seeing. 8 - illusionist - hypnotic 
  pattern, non-detection, shadow magic. 9 - magic-
  user 
  - 
  Mordenkainen’s 
  faithful 
  hound, 
  Mordenkainen’s sword, mass charm, symbol.  
  70. 
  PRISON. There are six sets of manacles set along 
  the east and south sides of this room, used for 
  holding prisoners intended for sacrifice in the 
  temple itself (see Area #72). At the moment, there 
  is only a single prisoner; Parnela, an elven MU/T of 
  4/6 level (14 h.p.; she currently has no spells 
  memorized, and no equipment). 
  71. 
  BLESSING ROOM. The northern half of this room is 
  dominated by a fountain running from floor to 
  ceiling, with a small pool on the floor. The fountain’s 
  fluid is a thin brownish, somewhat salty liquid. Those 
  doused in this liquid are considered blessed to 
  participate in the sacrifice on the altar of the Ghoul 
  King (see Area #72).  
  72. 
  TEMPLE OF THE KING OF GHOULS. At the far eastern 
  end of the room is a large (9’ tall) statue of a 
  massively corpulent and degenerate ghoul; it 
  bears a crown on its head at a jaunty angle, and 
  holds a scepter and orb in either hand in an almost 
  offhanded way. On the wall behind the statue, 
  above its shoulder and to the right, is a mosaic of 
  
  Castle of the Mad Archmage 
   
   
   
  62 
   
  the Demon Lord of Gnolls, to whom the King of 
  Ghouls owes fealty. The altar before the statue 
  bears inscriptions of undead feasting on the 
  remains of mortals, and shackles at the four 
  corners. The whole place functions as an unholy 
  place, and attempts to turn undead are made as 
  if the cleric is 3 levels lower than he or she actually 
  is. 
  Attempts 
  to 
  turn 
  ghouls 
  or 
  ghasts 
  will 
  automatically fail except on a roll of 20. Living 
  victims are sometimes offered on the altar as living 
  feasts for the servants of the Ghoul King, hence the 
  shackles. The other temples within the Crypts are 
  unaware of the location of this place, although 
  many of them suspect its existence, if only through 
  the presence of so many ghouls and ghasts in the 
  tunnels, but none in the actual tombs. The forces of 
  the temple of Orcus and those of the Ghoul King 
  are certainly at odds, as the latter defies the 
  suzerainty 
  of 
  the 
  former, 
  having 
  given 
  his 
  allegiance to the Demon Prince of Gnolls.  
  73. 
  ATRIUM. There are several comfortable divans and 
  couches in this room. It is otherwise empty.  
  74. 
  UNDER-PRIEST OF THE GHOUL-KING. Moreny, the 
  assistant to the Chief Priest, dwells here. The room is 
  utterly devoid of human contrivances, being littered 
  with dirt, bracken, and trash. Moreny is a ghast with 
  the powers of a 4th level cleric (HD: 5; 29 h.p.; AC 3; 
  spells memorized: command, light, cause fear, 
  hold person, silence 15’ radius). In addition, he 
  wields a ring of spell turning. He has also hidden a 
  small pouch in his quarters (discoverable if the filth 
  is searched through) containing three pieces of 
  jewelry worth 1,500, 1,000, and 1,350 g.p. 
  respectively.  
  75. 
  CHIEF PRIEST OF THE GHOUL-KING. Geshrak, the 
  chief priest of the temple complex, makes his 
  dwelling here. Fiercely intelligent and powerful, 
  Geshrak has carved out this space in the midst of 
  the other powers on this level, and continues to aid 
  his ghouls in growing their forces, eventually to feast 
  on all who dare enter the level. He is a ghast, but 
  with the powers of a 7th level cleric as well (HD: 7; 
  39 h.p.; AC 2; spells memorized: darkness, cause 
  fear, sanctuary, hold person (x2), silence 15’ radius, 
  dispel magic, bestow curse, protection from good 
  10’ radius.) His chamber is richly appointed in a 
  mockery of life, with a never-used bed, table and 
  comfortable chairs, a divan, wardrobe, etc. There 
  are three large chests here as well, containing the 
  wealth of the temple; the first is unlocked and 
  contains 10,000 g.p. The second is locked, but 
  untrapped, and contains 5,000 s.p., 2,000 g.p., 
  and a wand of frost with 29 charges.  The third is 
  locked and has a poison pin trap (save vs. poison 
  or die). It contains 1,000 p.p., twenty gems 
  (minimum value 100 g.p.), and potions of heroism, 
  extra healing, clairvoyance, speed, and hill giant 
  control. 
  76. 
  THE KLORM FAMILY TOMB. Above the sealed 
  entrance to this tomb is inscribed “The Klorm 
  Family, Restless in War, Resting in Peace.”  
  A. ADAM KLORM. This chamber is filled with a 
  luminescent purple mist that extends into the rest of 
  the tomb; no flame will burn within it, but it has no 
  other effect (and provides its own dim light to see 
  by). A single, simple coffin rests upon a bier in the 
  middle of the room. Adam Klorm is here as well, a 
  restless spirit (42 h.p.; SA: touch causes paralysis for 
  1-6 rounds; see APPENDIX III: New Monsters for 
  details). He will not immediately attack; he will 
  attempt to parley with intruders and ask them to 
  leave the family resting place in peace. If they 
  refuse, he will attempt to paralyze any obvious 
  spell-casters and then flee deeper into the tomb to 
  warn the rest of the family. In his coffin is a small 
  locked chest containing 100 p.p. 
  B. ZILMA KLORM. An ornate white coffin with gold 
  chasings rests atop a bier covered with long-dead 
  flowers. She is now a ghost (67 h.p.), but will only 
  attack to drive away intruders and keep the family’s 
  graves safe from desecration and looting. Her body 
  is wearing a necklace worth 1,000 g.p., four 
  bejeweled rings worth 500 g.p. each, and a 
  brooch worth 750 g.p.  
  C. THE NANNY. The guardian of the Klorm family 
  children rests here; a night hag named Blishette (50 
  h.p.). She is bound to the family for 999 years, and 
  will fiercely defend their bodies and participate in a 
  coordinated defense of the tombs (in particular the 
  children, whom she calls “my dears”). She has a 
  large copper cauldron that can serve as a crystal 
  ball if filled with water and used outdoors in the 
  moonlight. The mist serves as moonlight for this 
  purpose, and so Blishette can use her cauldron if 
  necessary.  
  D. THE KLORM TWINS. Two tiny coffins are here on 
  twin biers; one has a plaque with the name “Hans” 
  and the other says “Greta”. Hans is a shadow (13 
  h.p.). Greta is a restless spirit (26 h.p.; SA: weeping 
  causes catatonic despair in those who fail to save 
  vs. spells (4” radius); see APPENDIX III: New Monsters 
  for details). Despite the fact that they died as 
  children (approximately age 7) they will actively 
  participate in any defense of the tombs, usually 
  under the direction of the night hag Blishette or their 
  parents.  
  77. 
  TOMB OF RAND THE LUCKY. Inscribed above the 
  sealed entrance to this tomb is “Here lies Captain 
  Rand The Lucky, Cast Adrift by His Crew, Swallowed 
  by a Dragon Turtle, Lost an Arm in its Belly to a Sea 
  Devil, Died of Consumption.”  
  A. TOMB. The interior of this place is very damp, and 
  seaweed grows along the walls of the room. A tang 
  of salt is in the air. In the center of the room is a 
  stone coffin decorated with nautical motifs. A 
  battered tricorn hat rests atop the coffin. Within lies 
  the remains of Captain Rand, complete with 
  missing arm. A large iron-banded chest is at the 
  foot of the coffin, with an enormous padlock. The 
  lock is trapped; save vs. wands or be struck by a 
  polymorph ray and turned into a goldfish (the 
  unlucky fish must of course be put into water within 
  2 rounds or die of asphyxiation). The effect will last 
  2-8 hours. (The key may be found in Area #128 on 
  
   
   
  Level Seven: The Crypts 
  63 
  Level 3: THE DUNGEONS.) The lock is not the only 
  trap here; the chest, if opened without depressing 
  a secret button, will release a cloud of poison gas 
  into the room, causing all within a 10’ radius of the 
  chest to save vs. poison or take 3-18 h.p. of 
  damage and suffer a permanent loss of 1 point of 
  Constitution due to lung damage. The chest itself 
  holds an enormous pile of gold coins; 1,000 g.p. 
  total. Atop the coins are six pieces of jewelry worth 
  200 g.p. each. A false bottom in the chest 
  conceals a small box with 100 p.p. inside. 
  B. SECRET CHAMBER. A long glass box holds a 
  severed arm, long dead. If it is placed within the 
  coffin of Captain Rand in room A, and the lid 
  replaced, any characters who suffered a loss of 
  Constitution from the trapped chest will be healed 
  of their lung injury. The normal hit point loss will 
  remain, however.  
  78. 
  SMALL TOMB. There is no inscription above the 
  entrance to this tomb. As soon as the entrance is 
  breached, the equivalent of an insect plague spell 
  will go off, flooding this entire end of the Bone Road 
  through the nearby “T” intersection with biting, 
  stinging insects per the spell description. This is not, 
  however, a true spell, and dispel magic will have 
  no effect. The insects will disperse of their own 
  accord after two hours. There is nothing in the tomb 
  itself.  
  79. 
  GHOULS. The inscription above the sealed entrance 
  to this tomb reads “Family Gestrader”, along with a 
  coat of arms (vert, a unicorn rampant, proper). 
  Note that this tomb has a secret passage leading 
  into the Bone Road, and thus its inhabitants can be 
  found there as random encounters. This crypt has 
  been overrun by ghouls entering through their 
  maze of tunnels. 
  A. OUTER CHAMBER. There are four stone biers in this 
  room, and careful inspection will reveal four 
  smashed coffins strewn across the room and 
  smashed into bits. There are six ghouls here 
  (9,10,11,11,12,13 h.p.). A secret panel within the 
  second bier contains potions of invisibility, treasure 
  finding, and levitation.  
  B. INNER CHAMBER. There are six shelves along the 
  west wall, and the tattered remains of funeral 
  shrouds can be found there. Four ghouls are here 
  (10,11,14,15 h.p.) as well as one ghast (20 h.p.).  
  C. CHAINS. The floor of this room is made of metal. 
  Depending from the ceiling are a number of metal 
  chains of various lengths, approximately 5-6’ apart., 
  and none closer than 3’ to the floor Anyone 
  stepping on the floor will receive 2-12 h.p. of 
  electrical damage per step (minimum of 3 steps to 
  reach the edge of the western corridor, whose floor 
  is made of stone). The way to cross is, of course, by 
  grabbing a chain, swinging to the next, grabbing it, 
  and then proceeding accordingly. Doing so with 
  anything 
  more 
  than 
  minimal 
  encumbrance 
  (including any armor heavier than leather) will 
  require either a STR or DEX check, whichever is 
  lower. The ghouls are quite adept at navigating this 
  room, and can make it through in but a single 
  round. Anyone on the chains will have a -4 “to hit” 
  adjustment and will not gain any DEX bonus to 
  armor class; the ghouls and ghasts only receive a -
  1 penalty “to hit”. If possible, they will ambush 
  intruders attempting to cross via the chains. A 
  successful hit has a 25% chance of knocking the 
  target off the chain and onto the floor, where they 
  will also take the electrical damage. 
  D. INNER CRYPT. Most of the ghasts have made this 
  chamber 
  their 
  headquarters; 
  seven 
  of 
  the 
  creatures are here (17,18,19,20,20,22,24 h.p.). The 
  walls of this room are decorated with intricate 
  mosaics 
  depicting 
  pastoral 
  scenes, 
  hunting 
  tableaus, and so forth. What makes them 
  significant is that on inspection the eyes of each 
  person and animal are decorated with jaspers (a 
  type of gemstone). There are sixty of the stones, 
  each worth 50 g.p. (total value 3,000 g.p.). In 
  addition, there is an enormous pile of 100,000 c.p. 
  on the floor of the room.  
  E. INMOST CRYPT. The leader of the local contingent 
  of ghouls and ghasts makes his lair here; he himself 
  is a ghast (32 h.p.) and also has a rod of beguiling 
  (43 charges) which he will use to fullest effect, as 
  well as a large iron-banded chest with an acid 
  spray trap (save vs. dragon breath or take 7-26 
  (1d20+6) h.p. acid damage). Within is a cache of 
  2,000 p.p. and three scrolls. The first is a magic-user 
  scroll with fireball, fly, fire shield, and passwall. The 
  second is a scroll of protection from devils. The third 
  is a clerical scroll with dispel evil, quest, raise dead, 
  and blade barrier.  
  80. 
  THE TWINS. The inscription above the sealed 
  entrance to this tomb is a pair of cherubic figures, 
  one male and the other female.  
  A. EMPTY TOMB. This chamber has a small (4’ long) 
  coffin which has been knocked off its bier. The 
  room is otherwise empty. 
  B. UMBER HULK. An umber hulk (39 h.p.) has 
  wandered into this chamber and currently makes 
  its home here. It guards a large iron chest with 
  10,000 g.p. within.  
  81. 
  CRYSTAL TOMB. There is no inscription above the 
  sealed entrance to this tomb. All the walls, ceilings, 
  and floors within are made of clear crystal at least 
  several inches thick, which reflects any light source 
  in a dazzling array of colors.  
  A. In the center of the room is an orange pedestal 
  with a crystal skull resting atop it. The pedestal is 
  surrounded by a force field; only a person carrying 
  the orange key can pass unharmed. All others take 
  2-12 h.p. of magical damage and are repulsed. A 
  secret compartment within the pedestal has a red 
  key.  
  B. In the center of this room is a green pedestal with 
  a skeletal humanoid (right) leg seemingly made of 
  crystal. The pedestal is surrounded by a force field; 
  only a person carrying the green key can pass 
  unharmed. All others take 2-12 h.p. of magical 
  damage and are repulsed. A secret compartment 
  within the pedestal has a yellow key.  
  C. In the center of this room is a purple pedestal 
  
  Castle of the Mad Archmage 
   
   
   
  64 
   
  with a skeletal humanoid (right) arm made of what 
  appears to be crystal, but missing the hand. The 
  pedestal is surrounded by a force field; only a 
  person 
  carrying 
  the 
  purple 
  key 
  can 
  pass 
  unharmed. All others take 2-12 h.p. of magical 
  damage and are repulsed. A secret compartment 
  within the pedestal has a blue key. To the east is a 
  false secret door; anyone attempting to open it will 
  unleash a cloud of poisonous gas of polymorphing 
  which will turn anyone caught in the 10’ X 10’ cloud 
  into a turtle. A dispel magic spell will cancel the 
  effect.  
  D. In the center of this room is a black pedestal with 
  a skeletal humanoid torso (ribcage, pelvis, and 
  spine) made of crystal. A secret compartment 
  within the pedestal has an orange key. 
  E. In the center of this room is a blue pedestal with 
  a skeletal humanoid (left) arm made of crystal. The 
  pedestal is surrounded by a force field; only a 
  person carrying the blue key can pass unharmed. 
  All others take 2-12 h.p. of magical damage and 
  are repulsed. A secret compartment within the 
  pedestal has a green key.  
  F. In the center of this room is a yellow pedestal 
  with a skeletal humanoid (left) leg seemingly made 
  of crystal. The pedestal is surrounded by a force 
  field; only a person carrying the yellow key can 
  pass unharmed. All others take 2-12 h.p. of 
  magical damage and are repulsed. There is a 
  secret compartment in the pedestal, but it is 
  empty.  
  G. In the center of this room is a red pedestal with 
  a skeletal (right) hand made of crystal. The 
  pedestal is surrounded by a force field; only a 
  person carrying the red key can pass unharmed. All 
  others take 2-12 h.p. of magical damage and are 
  repulsed. 
  A 
  secret 
  compartment 
  within 
  the 
  pedestal has a purple key. To the north is a false 
  secret door; anyone attempting to open it will 
  trigger a falling block trap; anyone within 6’ of the 
  door must make a saving throw vs. paralyzation or 
  take 4-40 h.p. of damage.  
  H. There is a white pedestal in the middle of this 
  room with a box with a hinged lid. It is empty save 
  for six key-shaped spaces. If the keys are placed 
  within and the lid closed, they will be magically 
  teleported to the secret compartments in the 
  pedestals, 
  although 
  they 
  will 
  be 
  distributed 
  randomly.  
  I. There is a 7’ table in the middle of this room, 
  made of the same crystal as the rest of this place. 
  If the skeletal parts are taken here and re-
  assembled, it will speak: “I was in pieces, now I’m 
  whole, have life’s new leases, still no soul, a restless 
  spirit, seeks his rest, so very near it, I’ll be blessed, a 
  crystal heart, goes in here, my missing part, so very 
  dear, in caverns deep, Hell’s bright hall, where 
  waters seep, and fiery wall, past insects large, giant 
  beast, a valiant charge, go due east, there you’ll 
  find it, key to sleep, bottom of black pit, not too 
  deep.” If the crystal heart from Area #61 on Level 
  10: THE LESSER CAVERNS is brought here and 
  placed in the skeleton’s ribcage, the whole thing 
  will lie down and turn to gold, worth a total of 
  10,000 g.p. 
  82. 
  TOMB OF DENCIBIADES. Inscribed above the sealed 
  entrance to this tomb are the words “Here lies 
  Dencibiades, student of history, now become it.” 
  His withered body lies exposed on a bier, clutching 
  a book. It is, in fact, his last, lost, work; “A History of 
  the Grand Kingdom from its Inception to the 
  Present Day”. The book is worth 1,000 g.p. to a 
  sage specializing in history, or another collector.  
  83. 
  TOMB OF THE STRANGER. The inscription above the 
  sealed entrance to this tomb simply has the name 
  “Thomas Newton.”  
  A. INTERIOR DOOR. The door leading further into the 
  tomb is a large circular steel door with a 4-digit 
  combination lock and a large wheel to open it. The 
  door 
  is 
  quite 
  immovable 
  without 
  magical 
  assistance unless the proper combination (1-9-7-6) 
  is entered.  
  B. OUTER CRYPT. This room is filled with a dozen 
  metal boxes containing a myriad of wires, beads, 
  red-and-black tiles, bits of ceramic, etc. The whole 
  is obviously junk, but it equally obviously once was 
  part of some greater whole whose function and 
  appearance can only be guessed at. If the player 
  characters attempt to fiddle with the parts, there is 
  a 2% cumulative chance per round that they will 
  inadvertently tap a power source and get a 1d6 
  h.p. electrical shock. The effect cannot be 
  reproduced, but other power sources could be 
  found within the debris. They wouldn’t be worth 
  anything 
  to 
  anyone 
  except 
  someone 
  knowledgeable about technology; to such a 
  person, they would be worth 500 g.p. per box, 
  even in their current state.  
  C. INNER CRYPT. The most noticeable thing in this 
  room is a large (8’ tall and 5’ wide) suit of armor 
  with a large crystal dome where the helmet should 
  be, in the southeast corner of the room. This is, in 
  fact, the Altairian Battle Armor (see APPENDIX II: New 
  Magic Items). It has the name “Newton” stenciled 
  on the left breast. This room is comfortably 
  appointed, but in a style very strange to the 
  sensibilities of the PCs. There is a couch, coffee 
  table, several other chairs, etc. The floor is covered 
  with a strange rug that reaches from one wall to the 
  other, and which resists being pulled up. The room 
  is illuminated by 4 strange panels in the ceiling 
  which glow with a cold blue/white light. Each panel 
  is 2’ x 4’, and can be removed. If they are, they will 
  continue to function as long as they are within 100’ 
  of the Crystal Heart (see below).  
  D. INNERMOST CRYPT. There is a single stone chair in 
  this room, facing the door. In it is seated the 
  skeletal remains of some sort of humanoid 
  creature, but the skull is unlike any the PCs have 
  ever seen. This is Thomas Newton, a traveler from 
  another place and time. He is now a restless spirit 
  (33 h.p.; SA: can animate any empty suit of armor; 
  see APPENDIX III: New Monsters for more details). 
  Once intruders breech this room, Thomas will fly 
  
   
   
  Level Seven: The Crypts 
  65 
  ethereally into the Altairian Battle Armor in room C 
  and attack the intruders with its full array of 
  weaponry. Hidden in the throne is a fist-sized lump 
  of crystal that pulses with a blue-green light; this is 
  the Crystal Heart. It functions as a broadcast energy 
  source, and powers both the lighting panels in 
  room C and the armor. There is a compartment in 
  the armor that could safely hold the heart if 
  desired. It can be shattered by a forceful blow 
  (save vs. crushing blow as metal, hard). Of course, 
  doing so will render the armor and the lighting 
  panels 
  useless. 
  [DESIGNER’S 
  NOTE: 
  “Thomas 
  Newton” was the name of the character played by 
  David Bowie in the film “The Man Who Fell to Earth”, 
  which features an alien trapped on Earth, trying to 
  get back to his home planet. It was released in 
  theaters in 1976.]  
  84. 
  CLOSET. There is no inscription above the sealed 
  entrance to this tomb. Within is a skeleton (6 h.p.) 
  and a small chest containing 100 g.p. 
  85. 
  “EMPTY” TOMB. The inscription above the sealed 
  entrance to this tomb reads “Here rests Jack Griffin. 
  R.I.P.” 
  A. EMPTY ROOM. The only thing in this room is an 
  empty coffin resting on a stone bier.  
  B. TRUE TOMB. Within this secret chamber is the real 
  crypt of Jack Griffin; now an invisible wight (20 h.p.; 
  invisibility causes him to get automatic initiative, -2 
  on opponents’ “to hit” rolls, otherwise as a normal 
  wight). There are two large locked chests. The first 
  has a poison gas trap; all those within a 10’ radius 
  must save vs. poison or go blind for 4-24 hours. It 
  contains 4,000 g.p. and potions of clairaudience, 
  climbing, super-heroism, and sweet water. The 
  second has a crossbow trap (attacks as a 7th level 
  fighter, does 1d6 h.p. if it hits), and contains 6,000 
  e.p., and a bag of holding (500 lb. limit) containing 
  100 p.p. 
  86. 
  GREEN TOMB. The sealed entrance to this tomb 
  stands out, as the stones used to block it are all of 
  a greenish hue, distinct from the grey stone used 
  elsewhere. The only inscription above the entrance 
  is a bas relief of a tree. Within, the walls of the 
  chamber are made of the same sort of greenish 
  stone as was found at the entrance. Within are 
  seven small (3’ long) coffins, each on a suitably tiny 
  bier of greenish stone. Each coffin contains a dead 
  pixie with a full panoply of tiny weapons in hand (4 
  h.p. each; SA and SD as a normal pixie, but 
  immune to mind-affecting spells as other undead, 
  turn as a ghoul). Initially the pixies will “play dead” in 
  their coffins, but if one is physically disturbed (for 
  instance, if one of the coffins’ interiors is searched), 
  all will immediately rise up and attack the intruders, 
  mockingly moaning “brains… brains…” as they do 
  so. A pair of sealed urns contains 250 p.p. each, 
  with the second one also containing a ring of water 
  breathing.  
  87. 
  SMALL TOMB. There is no inscription above the 
  sealed entrance to this tomb. It contains a pair of 
  zombies (8,9 h.p.), each of which has a pouch with 
  15 g.p. 
  88. 
  SCORPION TOMB. The sealed entrance to this tomb 
  bears an image of a scorpion with a crown on its 
  head. Within are three wraiths (23,25,30 h.p.). A 
  locked oaken chest contains 900 g.p., 22 gems, 4 
  pieces of jewelry, and a sword +1/+3 vs. reptiles. 
  89. 
  OFFSPRING. The sealed entrance to this tomb bears 
  the inscription: “Nothing credits a loving father more 
  than to have sons that bear his name.”  
  A. OUTER TOMB. Within this chamber are three 
  worm-ridden undead; sons of Kyuss (18,19,21 h.p.). 
  They have no treasure, but unusually there is 
  another sealed tomb-entrance in the east wall. 
  Above it is the inscription “Like father, like sons.” 
  B. INNER TOMB. Within this chamber are four more 
  sons of Kyuss (18,20,20,22 h.p.). There is also a 
  large iron chest, locked, with an electrical 
  discharge trap on the lock (save vs. spells or take 6-
  36 h.p. electrical damage). Within the chest is a 
  pile of 4,000 g.p., a wand of magic missiles (92 
  charges), a ring of protection +2, and a bone 
  scroll case. The case contains a map purporting to 
  lead to the Tomb of Kyuss, located in the western 
  end of the Rift Canyon, several hundred miles to 
  the northwest. 
  90. 
  TOMB OF ZISH. The sealed doorway to this tomb has 
  the following carving along the top: “Within lies Zish 
  the Omnipotent, master of masters, doer of doings, 
  feller of fell things.” Within, Zish is a mummy (45 
  h.p.). He wears a golden crown worth 450 g.p. and 
  a ring of fire resistance.  
  91. 
  UNMARKED TOMB. There is no inscription above the 
  sealed entrance to this tomb. 
  A. GUARDIAN. In the center of this chamber is a 
  large bottle on a pedestal. When the room is 
  entered, smoke will emerge from the bottle and 
  swiftly take the form of Hanmalik, a djinni (37 h.p.). 
  He will politely, but firmly, insist that intruders leave 
  at once, as he has been charged with protecting 
  the final resting place of his “most good and 
  excellent master, he who was a prince among 
  mortals, to be in whose service was a joy and for 
  whom it is the greatest honor imaginable to protect 
  his mortal remains.” If pressed, he will attack. He will 
  not, however, leave this room.  
  B. THE RIGHTEOUS PATH. The floor of this room is 
  decorated with white and black tiles, alternating in 
  a 10x10 grid, going from wall to wall. The whole 
  radiates magic if detected for. Repeated along 
  the top edge of the room (once along each wall) 
  is the inscription: “He who follows the righteous path 
  knows the way forward, yet he who follows the path 
  of indulgence knows where to begin.” The trick; 
  jump to the leftmost corner, then keep going in a 
  diagonal to the right. Stepping on the incorrect tile 
  will deliver a jolt of 3d6 h.p. of magical damage.  
  C. CRYPT. This is the crypt of Hanmalik’s unnamed 
  master. His desiccated corpse lies in a shroud atop 
  his bier, otherwise unprotected. Four earthenware 
  jugs contain 500 g.p. each, but the third one also 
  contains a dagger +2.  
  92. 
  THE UNDEFILED DEAD. Above the sealed entrance 
  to this tomb is the inscription “Here lies Elena 
  
  Castle of the Mad Archmage 
   
   
   
  66 
   
  Greensparrow, taken before her time.” 
  A. OUTER CHAMBER. This room is unremarkable, 
  save for the view it affords into room B. There, a 
  strange purple mist can be seen to swirl and move 
  within, at times partially obscuring the glass case 
  that holds the beautiful halfling maiden, but which 
  never passes beyond the archway that separates 
  the two rooms.  
  B. INNER CHAMBER. This room is filled with a purple 
  mist, but its only other feature is the tiny glass coffin 
  that contains the body of Elena Greensparrow, a 
  halfling fighter-thief (female; F4/T11; 44 h.p., AL 
  chaotic good), although there is, of course, no way 
  to tell what class she is simply by looking at her. She 
  has not decayed at all in the time she has been 
  here, although she can be seen to be wearing 
  simple peasant garb. The purple mist can be 
  touched without effect, but if it is breathed in, the 
  person doing so must save vs. poison or fall into a 
  deep sleep. It turns out that Elena is not dead, but 
  rather in a sort of stasis because of the mist. If she is 
  removed from the chamber, she will waken, and 
  be grateful to those responsible, joining their party 
  long enough to escape the dungeons (although 
  she has no equipment, armor, or weapons). She 
  remembers nothing except becoming very ill and 
  then waking up here. She is unaware that 
  approximately fifty years have passed.  
  93. 
  STAIRCASE. This staircase leads directly from Area 
  #26 on Level 6: THE LABYRINTH to Area #56 on 
  Level 8: THE LESSER CAVES. It is not otherwise 
  accessible by normal means from the rest of this 
  level.  
  94. 
  HUNTERS. Above the sealed entrance to this tomb is 
  the inscription: “Green moon, blue moon, black 
  moon, small boon!” Note that there is a secret door 
  leading from this tomb complex into the Bone 
  Road, so its inhabitants might be met there as 
  random encounters. 
  A. 
  HUNTSMEN. 
  Six 
  draugar 
  are 
  here 
  (23,24,25,25,26,27 h.p.; see APPENDIX III: New 
  Monsters for details), each armed with a shortbow 
  (20 arrows each) and shortsword.  
  B. MOSAIC. The floor of this room is covered with an 
  intricate tile mosaic depicting a map of a forest, 
  complete with streams, hills, game trails, etc.  
  C. TAXIDERMY ROOM. When a new prey is slain, it 
  will be brought here so that a suitable trophy might 
  be had from its head (or other parts, as 
  appropriate). There are several tables, chemicals 
  for tanning hides, a bale of straw, and various 
  instruments (knives, scissors, needles, etc.) used in 
  the taxidermists’ art. None is particularly valuable. 
  D. KENNEL. There is singed straw on the floor, and 
  on the north wall can be found pegs holding up 
  various leather leashes and collars, harnesses, etc. 
  Eight hell-hounds (7 HD; 28,29,30,32,35,37,38,40 
  h.p.) dwell here, used as hunting-hounds when 
  pursuing prey. The kennel-master, Yurop, a draugar, 
  also dwells here (24 h.p. see APPENDIX III: New 
  Monsters for details). He wields a whip and a 
  shortsword. He carries 20 p.p. in a pouch on his 
  person, as well as one of Heward’s Fantastical Forks 
  (key of C##; see APPENDIX II: New Magic Items for 
  details).  
  E. HUNTSMEN. Three dwarf-draugar are here 
  (17,18,19 h.p.; see APPENDIX III: New Monsters for 
  details), who are also part of the hunting team. 
  Each is armed with a heavy crossbow (12 bolts 
  each) and a war hammer.  
  F. GREAT HALL. This room is fitted out as a banquet 
  hall, with tables and benches, and a High Seat at 
  one end. The walls are lined with trophies of various 
  animals, plus a number of human and humanoid 
  heads. It is the resting place of Nerod, the Master of 
  the Hunt; a draugar of massive size and power (40 
  h.p.; see APPENDIX III: New Monsters for details). He 
  wears the Horns of the Shalm (see APPENDIX II: New 
  Magic Items for details) as well as wielding a 
  broadsword +3 and a longbow of accuracy (with 
  a quiver of 24 arrows +1). He is known to 
  sometimes take the hounds and some of his 
  huntsmen and roam the halls of the level in search 
  of prey.  
  95. 
  SMALL TOMB. The inscription above the sealed 
  entrance to this tomb reads “NEMO”. Within is a 
  wight (17 h.p.), who wears a jeweled belt worth 175 
  g.p. 
  96. 
  SMALL TOMB. The inscription above the sealed 
  entrance to this tomb reads “John Little.” Within are 
  the long-dead remains of a human, bearing a 
  quarterstaff +1. 
  97. 
  IRON TOMB OF VOLCAN. Above the sealed 
  entrance to this tomb is the inscription “Here lies 
  Thorvald Volcan, armorer extraordinaire.”   
  A. OUTER DOOR TRAP. The short passage here ends 
  in a large bronzewood door with enormous bronze 
  spikes covering it. The trap can be disarmed by 
  manipulating one of the spikes; anyone failing to 
  do so, and attempting to open the door, will find 
  the door splits in two lengthwise, springing open 
  with great force, impaling anyone happening to 
  stand immediately in front of it, or within 3’ of either 
  side, 
  causing 
  3-18 
  h.p. 
  of 
  damage. 
  It 
  automatically closes after 1 round, resetting itself. It 
  can be opened from the other side with a 
  successful “open doors” check. 
  B. INNER DOOR TRAP. Careful inspection of this short 
  passage will reveal tiny holes throughout the 
  ceiling. The interior door is made of iron with an 
  enormous lock. It is not, however, locked; it can be 
  opened with a simple “open doors” check. If the 
  lock is picked, however, it will release a cloud of 
  poison gas that fills the passage; all within the short 
  corridor must save vs. poison or die. The holes do 
  nothing.  
  C. VESTIBULE. The walls, ceiling, and floor of this 
  room and the corridors leading to and from it are 
  made of large sheets of iron held up with massive 
  bolts. See Room D for special effects of the iron.  
  D. FORGE. This large room is clad in the same iron 
  panels as are found in Room C. There are typical 
  tools and apparatus here as might be found in any 
  smithy/armorer’s shop; a forge, anvils, hammers, 
  
   
   
  Level Seven: The Crypts 
  67 
  tongs, bellows, etc. In each of the six alcoves is a 
  suit of animated armor made from field plate (HD 
  7; 30,33,34,34,37,39 h.p.). They will immediately 
  animate and attack intruders; however, as soon as 
  the first round of combat begins, the forge will 
  begin to glow with a magical red fire. On the 
  second round, the walls will begin to radiate the 
  heat from the fire. On the third round, the heat 
  radiating from the walls will be enough to cause 
  1d6 h.p. heat damage per round to everyone in 
  rooms C, D, and E. Once combat ends, the forge 
  fire will go out and the heat will begin to dissipate; 
  on the round following the final combat round, the 
  walls will still generate their damaging heat, but on 
  the round following touching the metal with 
  unprotected skin will cause damage (this effect will 
  last for 10 more rounds). Any metallurgical work that 
  is performed in this room while the forge is 
  activated will result in something magical being 
  produced; horseshoes of a zephyr, a sword +1, 
  etc. The forge will only become active if there is 
  combat taking place in the room; the suits of 
  animated armor do not have to be involved, 
  necessarily.  
  E. TOMB OF VOLCAN. This small room is similarly 
  made of the same iron panels as rooms C and D, 
  with the same effects (see Room D for details). A 
  large (2’ X 3’ X 7’) crate of intricate copper mesh is 
  here; it is possible to see that within the mesh rests a 
  great number of gold coins, although the mesh is 
  too fine to slip even a single coin through, and 
  although it is copper (normally a very soft metal), 
  the strands of the mesh cannot be bent, cut, or 
  otherwise removed.  Atop the mesh crate is a silver 
  skull with rubies for eyes and garnets for teeth; this 
  is, in fact, the silvered skull of Thorvald Volcan 
  himself, and is worth some 8,000 g.p. for the value 
  of its precious metal and gemstones. The mesh 
  can be bent or rent by application of magical steel 
  of at least +2 enchantment; a longsword +2 could 
  be used to break the mesh, but not a dagger +1. 
  Within the crate are 25,000 g.p. and a manual of 
  creating animated armor, which can be used to 
  make all three sorts of animated armor, and which 
  is worth 2,000 x.p./20,000 g.p.  
  98. 
  EMPTY TOMB. Although the entrance to this tomb is 
  still sealed (with no inscription above the door), 
  when opened, this tomb chamber is empty.  
  99. 
  PYETHWACKET’S SECRETARY. Note that both this 
  room and Area #100 are actually in an extra-
  dimensional plane of their own; they cannot be 
  reached by conventional teleportation, passwall, 
  etc. spells, and attempts to either regain clerical 
  spells above 3rd level or cast spells such as 
  commune, etc. will prove fruitless. The walls of this 
  room are covered in a rich brocade with luxurious 
  oak wainscoting, comfortable overstuffed chairs, 
  plush wall-to-wall carpeting, and several low tables 
  with magazines with titles such as “Damnation 
  Today” and “Iron City Law Review”. The whole is lit 
  by gaslight. At a stately oaken desk is an incredibly 
  beautiful (and sexy) secretary with small horns, 
  doing her nails and snapping gum. She is Ms. 
  Whiggins, a succubus (30 h.p.). When the player 
  characters enter, she will ask them in a bored voice 
  if they have an appointment, and eventually 
  (annoyedly) offer to make one for them in 1d6 
  days’ time. The whole affair should be played for 
  laughs by the game master. At the very end of the 
  process, the intercom on her desk will buzz and her 
  employer, Mr. Pyethwacket, will tell her to “just send 
  them on in, Ms. Whiggins.”).  
  100. PYETHWACKET’S OFFICE. This is the well-appointed 
  and cozy office of Archibald D. Pyethwacket, a 
  capran devil (37 h.p.; see APPENDIX IIII: New 
  Monsters for details) on the fast track to promotion 
  in the Infernal hierarchy. His office is appointed 
  similarly to the waiting room, except he has a large 
  bookcase on one wall filled with legal tomes. He will 
  be quite affable and accommodating to player 
  characters in a very formal and Victorian manner, 
  but will eventually steer the conversation to the sale 
  of the souls of the player characters to the forces of 
  the Hells in return for material gain in this world. 
  (Note that those already of evil alignment will be 
  ineligible for such a deal, as they are already “in 
  the basket” as it were!). The exact terms of the deal 
  are left to the game master to decide, although 
  Pyethwacket is by no means a pushover (although 
  he employs a very self-deprecating manner, 
  making his “clients” think they are getting the best 
  of him, while all along he is driving the bargain to 
  his own advantage). Paladins and good-aligned 
  clerics should naturally not go for any such deal, 
  and good- or neutral-aligned characters who do so 
  will definitely be nudging themselves towards the 
  lawful-evil end of the spectrum (perhaps not 
  entirely into the evil category, though, depending 
  on the nature of the deal struck). The negotiations 
  (and all conversations with Pyethwacket will be a 
  negotiation, whether the player characters realize it 
  or not) will be of the most genteel sort, with 
  Pyethwacket at turns ingratiating himself, tempting 
  with wealth and other rewards, and making veiled 
  threats about how difficult it might be to survive 
  without his kindly influence… In the end, though, 
  neither Pyethwacket nor Ms. Whiggins will resort to 
  violence, and if such is forced upon them, the 
  player characters will simply find themselves outside 
  in the corridor, as one of the special abilities of the 
  extra-dimensional space is to reject violence within 
  its sphere (non-violent spell effect such as charm 
  and the like are fully in bounds, however; but 
  Pyethwacket is fully cognizant of the fact that a 
  contract signed under duress (and being under the 
  influence of a charm spell counts as duress in this 
  context) invalidates it, so he relies purely on his 
  formidable powers of persuasion. [DESIGNER’S 
  NOTE: Ms. Whiggins and Mr. Pyethwacket can 
  become a long-term addition to the campaign if 
  desired. Pyethwacket’s office can show up just 
  about anywhere he desires, and especially if the 
  player characters contract to undertake a certain 
  number of “favors” for him (i.e., missions that he 
  
  Castle of the Mad Archmage 
   
   
   
  68 
   
  can send them on), he could well become a 
  prime mover in the PC’s lives. Such is how it turned 
  out in the designer’s own campaign; no matter the 
  conditions that the player characters seek to place 
  on the nature of such “missions”, Pyethwacket 
  always gets the last laugh.] 
  101. ZOMBIE PLAGUE. All of the sealed entrances to 
  these six tombs have nothing but a skull and 
  crossed bones inscribed above them. Note that, 
  unlike most of the other sealed tomb entrances on 
  this level, the plague zombies within have a 1 in 6 
  chance of bursting through the seal if someone 
  passes the entrance to their tomb, and a 50% 
  chance of doing so if there are the sounds of 
  combat within 30’. This could lead to a single 
  encounter in the corridor swiftly growing out of 
  hand… 
  A. 
  Twelve 
  plague 
  zombies 
  (9,9,9,9,10,10,11, 
  11,12,12,12,12 h.p.; see APPENDIX III: New Monsters 
  for details) are entombed within. Each has 25 g.p. 
  B. Four plague zombies (8,9,10,10 h.p.; see 
  APPENDIX III: New Monsters for details) are 
  entombed within. Each has 30 g.p. 
  C. Four plague zombies (9,9,9,12 h.p.; see 
  APPENDIX III: New Monsters for details) are within. 
  Each has 25 g.p. 
  D. Two plague zombies (10,13 h.p.; see APPENDIX 
  III: New Monsters for details). Each has 30 g.p. 
  E. Two plague zombies (11,11 h.p.; see APPENDIX 
  III: New Monsters for details). Each has 25 g.p. 
  F. Two plague zombies (12,13 h.p.; see APPENDIX 
  III: New Monsters for details). Each has 35 g.p. 
  102. ROSE 
  ROOM. 
  The 
  walls 
  of 
  this 
  room 
  are 
  whitewashed, and a single red rose lies in a gilded 
  china vase on a white table in the middle of the 
  room. The vase is worth 45 g.p., but is very fragile. 
  103. ALAMAN’S TOMB. Above the sealed entrance to this 
  tomb is the inscription “Here lies Alaman of the 
  North. His right hand never faltered.” Within is 
  Alaman, a mummy (30 h.p.). He guards his final 
  treasure; a large iron chest, locked, containing 300 
  p.p. and a scroll with the clerical spells heal, 
  restoration, and wind walk. 
  104. CLOWNS AGAIN. Six large bas-relief faces of clowns 
  adorn the walls of this corner vestibule. The fourth is, 
  in fact, a magical prison for a very special guest; 
  the 
  demon 
  prince 
  Fraz-Urb’luu. 
  He 
  can 
  communicate through the bas-relief clown face, 
  and will implore player characters of perceived 
  good alignment to help him win free of his 
  imprisonment, by being reunited with a magical 
  amulet in the possession of a were-bear on Level 8: 
  THE LESSER CAVES (he is in Area #38, but the 
  demon does not know his exact location). 
  [DESIGNER’S NOTE: In the original dungeons of 
  Castle Greyhawk, the demon prince Fraz-Urb’luu 
  was 
  imprisoned 
  in 
  like 
  manner. 
  Players 
  knowledgeable about the original campaign may 
  well believe that this is, in fact, the Demon Prince of 
  Deception as well. However, the demon lord of 
  deception knows about the imprisoned arch-angel 
  in Area #98 on Level 5: THE DEEPS, and will use that 
  knowledge to his advantage, trying to persuade 
  the player characters that he is, in fact, Raphaelus, 
  a compatriot of the true arch-angel.]  
  105. GHOULS. Above the sealed entrance to this tomb is 
  the inscription “Jacob Markey, dead these seven 
  winters past.” Within, the ghouls have breeched the 
  crypt; three of the beasts are here (9,9,11 h.p.).  
  106. HEXAGONAL POOL. A narrow 2’ wide ledge allows 
  travel around the western half of this room, but 
  anyone running (including fleeing) through here has 
  a 75% chance of not noticing the ledge and 
  plunging into the deep cold water. The pool is 
  home to a school of piranha who will eagerly strip 
  any intruders of their flesh in mere minutes (3d6 h.p. 
  damage per round, each fish is 1 h.p., but there 
  are 250 of them and as long as 30 of them are still 
  alive, the school will do its collective damage). At 
  the bottom of the pool is a longsword +4, but it 
  cannot be seen from the surface. The pool is 20’ 
  deep.  
  107. STAIRS DOWN. This staircase leads to Area #80B on 
  Level 8: THE LESSER CAVES. At the landing (in the 
  curve) there is a permanent magic mouth spell 
  which will only activate in the presence of a dwarf. 
  It says (in dwarvish), “The caves beyond are dark 
  and deep, and you’ll find many things there creep; 
  the mushrooms doth alight and seek, the rocks and 
  stones themselves do speak; to light the way may 
  seem unwise, but do so and you’ll see sunrise.” 
  DESIGNER’S NOTE: This is a slight homage to the 
  picture on page 108 of the original AD&D Players 
  Handbook.  
  108. WAITING ROOM. It is here that those seeking to 
  honor the demon prince of the undead await the 
  summons to attend his foul rites. The walls are lined 
  with benches, and the door leading to Area #109 
  is particularly ornate, being decorated with various 
  skeletal motifs and so forth.  
  109. PRIESTS’ WAITING ROOM. The teleporter from Area 
  #113 deposits passengers in the northeast corner 
  of this room. The priests of the Temple of Orcus 
  (Areas #108-116) use that feature to impress the 
  faithful with a seemingly miraculous appearance 
  from a sealed room. This room is richly appointed, 
  with six overstuffed chairs, two wardrobes which 
  hold the formal robes and accoutrements of the 
  priests of the temple. Two full-length mirrors adorn 
  the south wall, and a large gong (with a huge skull 
  and bones motif beaten into the brass) is on the 
  west wall, whose sonorous tones are transmitted to 
  Area #108 by means of a series of hidden tubes.  
  110. TEMPLE OF ORCUS. The followers of the demon-
  prince of the undead have established a place of 
  power and worship here, in direct and conscious 
  opposition to the temple of the Great Reaper 
  found in Area #4. The walls of the place are stark 
  grey stone, with the occasional skull carved into the 
  surface. A 10’ diameter well is flush in the floor in 
  the western half of the room, covered with a 
  continual darkness spell. It leads down to Level 8: 
  THE LESSER CAVES, and often sacrifices are thrown 
  into it. The eastern half of the temple is dominated 
  
   
   
  Level Seven: The Crypts 
  69 
  by an enormous altar on a dais, behind which is a 
  10’ tall statue of the goatish demon prince, 
  complete with his fabled skull-wand (just a 
  facsimile, of course). Any dead body placed on 
  the altar for 6 hours will rise as either a skeleton (1-
  2), a zombie (3-5), or a greater skeleton (6). The 
  entire place functions as an unholy site, and clerics 
  and other attempting to turn undead do so as if 
  they were two levels lower than they actually are. 
  There are a dozen skeletons (3,3,4,5,5,5,5,6,6,7,8,8 
  h.p.) standing at attention along the perimeter of 
  the eastern half of the room. They will follow the 
  orders of any of the priests of Orcus, but will not 
  otherwise attack intruders of their own accord.  
  111. LESSER PRIESTS. This chamber is the living quarters of 
  the five lesser priests serving the temple of Orcus. 
  There are three acolytes (C1; 4,4,5 h.p.; AC 7 
  (studded leather); armed with maces; spells 
  memorized: command; command; cure light 
  wounds, light) and two adepts (C2; 8,9 h.p.; AC 7 
  (studded leather); armed with maces; spells 
  memorized: command, light; darkness, cure light 
  wounds). The second adept has a scroll with hold 
  person on it. The room is fairly Spartan, with little 
  more than cots for the priests, tables, and prayer 
  books.  
  112. PRIESTS. Three priests of Orcus are here (C3; 
  12,12,14 h.p.; AC 5 (chain mail); armed with 
  maces (the third has a mace +1); spells 
  memorized: command, darkness, silence 15’ 
  radius; cure light wounds, light, sanctuary, know 
  alignment; cause light wounds, command, light, 
  speak with animals). The second priest has a wand 
  of fear with 83 charges, and the third has a pearl of 
  wisdom. They have three skeletons (4,5,6 h.p.) as 
  servitors. There is little here save the personal 
  belongings of the priests, beds, prayer books and 
  several theological works aligned to the ideology of 
  the Demon Prince of the Undead.  
  113. TELEPORTER. The door to this room is locked (the 
  canon in Area #114 and the high priest in Area 
  #116 have keys). Anyone entering will be instantly 
  teleported to the northeast corner of Area #109. 
  The teleporter only functions one way. The priests of 
  the temple will use it as an escape route if pressed.  
  114. CANON. The second-in-command of the temple, 
  Velmarth, dwells here (C6; 30 h.p.; AC 2 (plate mail 
  +1); armed with a staff of striking with 23 charges; 
  spells memorized: curse, cure light wounds, light, 
  sanctuary, hold person (X 2), silence 15’ radius, 
  animate dead, bestow curse). He has a scroll with 
  the spells cure serious wounds, detect lie, and 
  tongues, as well as potions of gaseous form and 
  flying, and a horn of collapsing (he knows the 
  proper command word to allow the device to 
  function according to his will; “kenaz”). He has a 
  wight (20 h.p.) that serves as manservant and 
  bodyguard. Beneath his bed he has a small locked 
  chest with 300 g.p. and 18 gems. He has a key to 
  the double lock in Area #115.  
  115. TREASURY. The door to this room is double-locked; 
  both the canon in Area #114 and the high priest in 
  Area #116 have the keys. If only one key is used, or 
  if only one lock on the door is picked, and then an 
  attempt is made to open the door, poison gas will 
  fill the corridor (save vs. poison or die). Within are 
  four large locked wooden chests. The first contains 
  5,000 g.p. and an illusionist scroll of improved 
  phantasmal force and magic mouth. The second 
  has a poison needle trap on the lock (save vs. 
  poison or lose 50% of all STR for the next 2-12 days) 
  and contains 12,000 s.p. and 8 gems in a small 
  pouch. The third contains a scything blade trap; if 
  the chest is opened without the trap being 
  disarmed, anyone in front of it must save vs. 
  paralyzation or take 3-18 h.p. damage. It contains 
  4,400 e.p. and an iron bowl of seeing (the priests 
  will use this item to their advantage if needed; see 
  APPENDIX II: New Magic Items for details). The fourth 
  contains 6,000 g.p. The canon and the high priest 
  both have keys to unlock these chests.  
  116. HIGH PRIEST. The high priest of the temple of Orcus, 
  Barjola, dwells here (C10; 54 h.p.; AC -1 (plate mail 
  +2, DEX); armed with a mace +3; spells 
  memorized: command, cure light wounds, light, 
  sanctuary, augury, find traps, hold person, silence 
  15’ radius, animate dead, dispel magic, speak with 
  dead, cause serious wounds, cure serious wounds, 
  protection from good 10’ radius, flame strike, plane 
  shift). He has potions of human control, undead 
  control, and invisibility, Bigby’s Rod with 44 charges 
  (see APPENDIX II: New Magic Items for details), a 
  robe of scintillating colors, and a ring of delusion 
  (he believes it to be a ring of x-ray vision). He has a 
  key to the double lock in Area #115. He has a 
  wight (19 h.p.) that serves as manservant and 
  bodyguard. He has a small collection of texts holy 
  to the faith of Orcus, as well as five pieces of 
  jewelry on his person.  
  117. CENTIPEDES. 12 giant centipedes (1,1,1,1,2,2,2,2, 
  3,3,3,3,4,4,4,4 h.p.) have taken up residence here. 
  The door opens easily.   
  118. EMPTY ROOM. Nothing to see here; just move 
  along.  
  119. JAW BREAKER. In the southwest corner of this 
  otherwise empty room there rests a 4’ high device. 
  It consists of a glass globe filled with small brightly 
  colored spheres, atop a metal mechanical device 
  with an obvious hand-knob, and a slot sized 
  perfectly to accept a copper coin. If a copper 
  coin is placed in the slot and the handle is turned, 
  a sphere will be dropped into the hopper, where it 
  may be taken. Each is a hard candy jaw breaker. 
  One in ten grants a power as per a potion 
  (determine type randomly), while one in ten is 
  poison; take 30 h.p. of damage after 2-5 rounds 
  (save vs. poison for half damage). There are 100 
  candies total, and their status is randomly 
  determined; color is no help. 
  120. TOMB OF RELERAPHON. Above the sealed entrance 
  to this crypt is the inscription “Here rests Releraphon 
  the Mighty, the only man alive who ever beat the 
  Mad Archmage at ‘Pass the Pitcher’.  
  A. FALSE DOOR TRAP. Anyone attempting to open 
  
  Castle of the Mad Archmage 
   
   
   
  70 
   
  this false door (which has no apparent lock) will 
  trigger a series of poison darts in the walls. Anyone 
  in the 10’ alcove in which the door is set will be 
  attacked by a total of 10 darts (each attacks as a 7 
  hit die monster). Anyone struck takes 1-3 h.p. of 
  damage plus 2-12 h.p. of poison damage (save 
  vs. poison for half). Only 10 darts total will fire per 
  activation of the trap; divide the number of darts 
  evenly by the number of people in the alcove to 
  determine how many strike each person.  
  B. SECRET ROOM. Note that this room can only be 
  safely opened if the key from room C (see below) is 
  inserted into a secret hole (which requires a second 
  “find secret doors” roll to detect, once the secret 
  door itself is detected). Otherwise, if the opening 
  mechanism is activated, not only will the door 
  remain closed, but three buzz saw blades will 
  emerge from the far wall and slice and dice 
  anyone within 10’ of the secret door (3-18 h.p. 
  damage, roll under dexterity on a d20 for half 
  damage). The room itself is covered from floor to 
  ceiling with yellow mold. It is otherwise empty.  
  C. CRYPT OF RELEREPHON. The floor of this room is 
  covered with large piles of gold coins and 
  gemstones, as well as several large wooden chests. 
  At the northern end sits a throne on a small dais, 
  upon which sits a skeletal form in rotting robes, with 
  bright green points of light in its eye sockets, with a 
  staff in one bony hand and a diadem encrusted 
  with diamonds on its brow. It speaks as the player 
  characters enter, saying in a raspy whisper “Who 
  dares interrupt the endless sleep of Releraphon the 
  Mighty?” After thirty seconds (the game master 
  should time this unobtrusively with a watch, if 
  possible), it says, louder and pointing its staff 
  ominously at the player characters, “Leave my 
  sanctuary, or feel the wrath of Releraphon, and be 
  thankful that my rest is more important than your 
  miserable lives!” If the player characters retreat, it 
  returns to its slumber on its throne. If they attack, it 
  will leap forward and attack (a skeleton; 5 h.p.). If 
  examined, the staff is non-magical, the diadem 
  actually steel with glass adornments, and the 
  heaps of coins in the room iron drabs painted gold, 
  enhanced with bits of colored glass and a few 
  empty wooden boxes. About the neck of the 
  skeleton is a single brass key on a string, which 
  opens room B.  
  121. ZOMBIE PLAGUE. All of the four sealed entrances to 
  this tomb have blank shields inscribed above them. 
  Note that, unlike most of the other sealed tomb 
  entrances on this level, the plague zombies within 
  have a 1 in 6 chance of bursting through the seal if 
  someone passes the entrance to their tomb, and a 
  50% chance of doing so if there are the sounds of 
  combat within 30’. There are 8 plague zombies 
  (11,12,13,13,14,15,15,15 h.p.) within. Each has 20 
  g.p. 
  122. SMALL CRYPT. There is no inscription above the 
  sealed entrance to this tomb. Within is a zombie 
  (15 h.p.). It wears a ring worth 95 g.p.  
  123. SKELETON TOMB. The inscription above the sealed 
  entrance to this tomb reads “The Faithful Hounds of 
  Dahlver-Nar”, accompanied by a skull with a 
  conspicuously prominent grin. Note that there is a 
  secret passage leading from the interior of this 
  tomb to the Bone Road, so its inhabitants could be 
  found as random encounters therein. 
  A. GUARD CAPTAIN. There is a large sarcophagus 
  here, but its lid is missing and it is, itself, empty. 
  Standing at attention at the southwest corner of the 
  room is the captain of Dahlver-Nar’s guard; now a 
  skeleton lord (9 HD, 45 h.p.; see APPENDIX III: New 
  Monsters for details), armed with a two-handed 
  sword). Note that one of his teeth is actually a Tooth 
  of Dahlver-Nar, #2 (gives the power to animate 
  object once per day). He will chasten intruders, 
  asking why they disturb the rest of the hallowed 
  dead, etc. If he is rebuffed, he will demand they 
  leave the tomb. If refused, he will attack, 
  summoning the inhabitants of room C. There are 
  three large locked chests here as well. The first 
  contains 3,000 g.p. and six gems. The second 
  contains 10,000 s.p., potions of heroism and extra 
  healing, and a scroll (clerical) of neutralize poison. 
  The third contains 400 p.p., 1,000 e.p., and a large 
  book entitled the Song of Dahlver-Nar. The book 
  itself is non-magical, but it describes the life and 
  times of the arch-priest Dahlver-Nar, beloved of the 
  Gods, who granted him divine powers during his 
  life, which were passed on after his death through 
  his teeth. The book also gives clues to the 
  whereabouts of the teeth, beginning with the fact 
  that some of them (no exact number is specified) 
  were given to the members of his guard. 
  [DESIGNER’S NOTE: The relics The Teeth of Dahlver-
  Nar are detailed in the original AD&D Dungeon 
  Masters Guide, p. 161. If the game master wishes, 
  the discovery of this tome could lead to an entire 
  campaign centered on the quest to recover the 
  Teeth. No more should be located within the Castle 
  of the Mad Archmage, however; this could be an 
  opportunity to expand the campaign beyond the 
  confines of the dungeon. If the game master does 
  not wish to send his or her campaign in that 
  direction, he or she can simply declare that the 
  clues given in the book are too obscure to be 
  useful as an aid in discovering their whereabouts. 
  Remember that, as relics, the Teeth do not radiate 
  magic, making their identification difficult.] 
  B. SHRINE OF DAHLVER-NAR. In the center of this 
  room is a pedestal bearing a gently splashing 
  fountain. Along the walls and on the floor are 
  mosaics depicting significant events in the life of 
  Dahlver-Nar (see room A, above), including 
  receiving the blessings of a variety of different 
  deities of all sorts except the most exclusive and 
  xenophobic. Dahlver-Nar is always depicted with 
  an enormous tooth-filled grin. Any character 
  drinking the water of the fountain will find their teeth 
  changed into jewels for 4-24 hours, and during that 
  time they will have the following effects (can only 
  be done for effect once per year): 
  
   
   
  Level Seven: The Crypts 
  71 
    
  1. Rubies. Character is blessed. 
    
  2. Emeralds. Immune to fear. 
    
  3. Pearls. Prime attribute raised by 1. 
    
  4. Diamonds. Regenerate 2 h.p./turn. 
    
  5. Turquoise. Immune to gas of any type. 
    
  6. Jet. Immensely bad breath, charisma -2. 
  C. GUARDS. Standing at attention, in perfectly 
  ordered rows, are a small army of skeletons. These 
  are the “faithful hounds” of the arch-cleric Dahlver-
  Nar. There are 24 ordinary skeletons (7 h.p. each), 4 
  greater skeleton sergeants (3 HD; 12,14,14,15 h.p.; 
  turn as a ghoul, otherwise as a normal skeleton), 
  and 2 skeleton lord lieutenants (7 HD; 30,32 h.p.; 
  see APPENDIX III: New Monsters for details). Note 
  that the 30 h.p. skeleton lord has one of the Teeth 
  (#28; cure blindness by touch). If this chamber is 
  entered first, the lieutenants will react much as the 
  captain in Room A, with the exception that they will 
  summon him immediately. He will arrive in two 
  rounds.  
  124. TOMB OF XENOTOTH THE CHARIOTEER. The sealed 
  doorway to this tomb has the following inscription 
  above it: “Here rests Xenototh, who led his team to 
  a hundred victories.” As soon as the seal is 
  breached, Xenototh will burst through on a chariot, 
  pulled by a team of skeletal horses. 4 skeletal 
  horses (3 HD; 12,12,13,15 h.p.; AC 7; trample 
  damage for 2d6 (can trample up to 4 foes 
  collectively as long as they are within 10’ of one 
  another); turn as spectre) pull Xenototh’s chariot at 
  a speed of 36” (if one or more of the horses scores 
  a successful trample hit, there is a 33% chance 
  that the chariot will also run over the victim for an 
  automatic 2d12 points of additional damage; 
  don’t roll again to hit). Xenototh himself is a Greater 
  Wight (as a normal wight, but with 7+2 HD, 44 h.p., 
  and able to inflict energy drain through a held 
  weapon; in his case a whip (1-2 h.p. damage, plus 
  energy drain, plus 35% chance of entangling 
  target); turn as special). Once released from his 
  tomb, if not immediately defeated, Xenototh will 
  attempt to run over and/or otherwise attack those 
  present, and then thunder away down the Bone 
  Road on his chariot. From that point on, Xenototh 
  will be a constant menace; random encounters in 
  the Bone Road are 50% likely to be Xenototh, 
  thundering at intruders and doing another hit-and-
  run trample/whip attack, and then thundering off 
  before 
  an 
  effective 
  counter-attack 
  can 
  be 
  mounted. The chariot itself is magical; three times 
  per day it, its rider, and its team can be turned 
  ethereal and then back to normal.  Xenototh will 
  use this power to great advantage and to gain 
  surprise by suddenly appearing out of a wall, 
  seemingly disappearing into a sealed tomb, etc. 
  His tomb itself is empty, but the chariot is worth 
  35,000 g.p. if gained intact (9,000 x.p.), and 3,000 
  g.p. solely for the gold gilt and gems with which it is 
  decorated.  
  125. GHOUL AMBUSH. The sealed entrance to this tomb 
  bears the inscription “Ever a rose, ever a thorn, ever 
  a night, ever a morn.” The crypt itself has been 
  overrun with ghouls; seven of the creatures are here 
  (9,10,11,11,13,14,15 h.p.) and will immediately 
  scurry onto the ceiling at the sound of someone 
  entering the tomb. They will wait until unsuspecting 
  intruders are in the middle of the room (unnoticed 
  unless someone specifically says they are looking 
  up) and then drop down, surprising victims on 5 in 
  6, and getting +2 “to hit”. One has a shoulder bag 
  with three scrolls: (clerical) slow poison, create food 
  & water, remove curse; (magic-user) feign death, 
  lightning 
  bolt, 
  slow; 
  (magic-user) 
  conjure 
  elemental, cone of cold. 
  126. SMALL TOMB. Above the sealed entrance to this 
  tomb is a skull and crossed-bones. Within are three 
  large kegs of black powder speckled with iridescent 
  flakes. It is gunpowder; useless in this world, but of 
  possible value to those who travel to other 
  dimensions and alternate realities (the game 
  master must establish both the value of this 
  substance and its in-game effect should it be taken 
  to, or purchased by a traveler to, such planes). 
  Each keg contains 20 pounds of powder.  
  127. SEA-PRINCE’S TOMB. The inscription above the 
  sealed entrance to this tomb is inscribed with an 
  untranslatable (even by magical means—except 
  someone fluent in the language of one of the 
  undersea races such as mermen or tritons will 
  recognize it as dolphin, and if *they* employ 
  magic to translate it, will read it as “eater-of-the-
  choicest-tuna-in-the-school”) series of symbols, 
  along with images of seashells and sea-horses. 
  Within is a huge clam-shell on a plain stone bier. If 
  opened, it will reveal the skeleton of a dolphin, 
  around whose “neck” is a necklace of raw gold 
  worth 1,200 g.p.  
  128. DWARF TOMBS. On either end of this twisty passage 
  reads an inscription above the sealed entrance; 
  “Made from maggots, foes of rust, beard-proud 
  dwarves now gone to dust.” The eleven tombs that 
  adjoin this passage each contain several dvergs; 
  each 10’ tomb contains 2, each 20’ tomb contains 
  4, etc. There are 34 total (5x16 h.p., 6x17 h.p., 5x18 
  h.p., 9x19 h.p., 4x20 h.p., 1x21 h.p., 1x22 h.p., 
  1x25 h.p., 1x26 h.p., 1x30 h.p.; see APPENDIX III: 
  New Monsters for details). Once this hallway is 
  entered, there is a 1 in 6 chance that, as each 
  closed-up entrance is walked past, the dvergs 
  within will sense the intruders and burst through the 
  masonry on their own, setting upon their attackers. 
  Once that happens, the game master should be 
  certain to note when other entrances are neared, 
  as additional checks should be made each round 
  once combat ensues; the corridor could well 
  become a death-trap. The long 40’ chamber 
  contains 8 dvergs, and if one entrance is burst 
  through, all 8 will join the battle if possible. Each 
  dverg is armed with an ornate battleaxe or war 
  hammer (50% chance of each), each worth 100 
  g.p. based on its craftsmanship. They will also have 
  jewelry and other treasure as per the description; 
  the game master should roll to determine treasure. 
  
  Castle of the Mad Archmage 
   
   
   
  72 
   
  129. TOMB OF THE SCORPION AND THE COBRA. Above 
  the sealed entrance to this tomb are the symbols 
  of a scorpion and a cobra.  
  A. THE SCORPION. This room is dominated by an 
  enormous 
  stone 
  sarcophagus 
  decorated 
  in 
  Egyptian style. Within is a mummy wearing the red 
  (deshret) crown of Egypt (33 h.p.). If the lid is 
  disturbed, he will fling it open (surprising on a 4 in 6) 
  and attack. Within the sarcophagus is a pile of 
  4,000 s.p., 1,000 g.p., and a potion of water 
  breathing. The crown itself is made of painted gold 
  and is worth 1,250 g.p. 
  B. THE COBRA. This room is also dominated by a 
  huge 
  stone 
  sarcophagus. 
  Within 
  is 
  another 
  mummy, this time wearing the white (hedjet) crown 
  (33 h.p.). He will not wait for the lid of his 
  sarcophagus to be moved; he will hurl it open and 
  attack intruders when they come within 3’ of the 
  sarcophagus. Within is 2,000 g.p. The crown itself is 
  actually a helm of opposite alignment. 
  130. UNMARKED TOMB. There is no inscription above the 
  sealed entrance to this tomb. Within are three 
  wraiths (23,24,25 h.p.). A single large chest 
  contains 3,000 g.p., a map to an unspecified 
  treasure in the hills to the east of the Castle (4,000 
  g.p., now guarded by a small clan of hill giants, but 
  the map does not indicate either of these 
  specifics), and a scarab of protection. 
  131. UNDERWATER TOMB. Above the sealed entrance to 
  this tomb is the inscription: “Different strokes for 
  different folks; fore-stroke, breast-stroke, heart-
  stroke, back-stroke!” When the seal is broken, a wall 
  of water is revealed, magically suspended and 
  prevented from flooding into the corridor. A dispel 
  magic could successfully destroy the enchantment 
  and cause the water to spill forth, but treat the spell 
  as if cast by an 18th level magic-user. The barrier 
  holding the water in can be walked through 
  normally without breaking its effect. The water within 
  is sea-water, and naturally some sort of water 
  breathing magic must be used to venture within for 
  any length of time.  
  A. GIANT EEL. A giant eel is here (20 h.p.), coiled 
  about the top of this cave, and will attack intruders 
  aggressively. If combat lasts more than three 
  rounds, the inhabitants of Room B will come to 
  investigate and join the fight. It is in a magically-
  induced stasis that is only broken if the seal to the 
  crypt is breached. 
  B. LOCATHAH. A small band of locathah dwell here, 
  in a magically-induced stasis that is only broken if 
  the seal to the crypt is breached. Five locathah 
  (8,9,10,10,11 h.p.) armed with tridents and special 
  underwater crossbows. They will investigate combat 
  in Room A. 
  C. LACEDONS. A small band of ghouls has 
  penetrated the central cave and turned its 
  inhabitants to their kind; however due to the nature 
  of the environment, they are sea-ghouls and do 
  not venture forth into the regular ghoul tunnels 
  unless on very special missions. 5 lacedons 
  (9,10,11,11,12 h.p.) have 8 gems and 2 pieces of 
  jewelry.  
  D. SEA-ELF CRYPT. This chamber is lit by a greenish 
  luminescence originating in the stone of the walls 
  themselves. In the center is an enormous calico 
  scallop shell, encrusted with starfish, crustaceans, 
  etc. If pried open, the skeletal remains of a sea-elf 
  are here, similarly encrusted with minerals and 
  small animals. It is, in fact, a special skeleton lord (8 
  HD; 35 h.p.) armed with a net of snaring and a 
  trident +2 (+3 vs. sahuagin). He wears a broad belt 
  decorated with pearls worth 3,000 g.p. 
  E. ELEMENTAL. A water elemental (12 HD, 70 h.p.) 
  has been imprisoned here for 999 years, and it is 
  enraged at its confinement. It will attack any who 
  enter, bearing in mind that seeing the creature is 
  next to impossible due to the water flooding the 
  room. In a secret compartment in the southeast 
  corner of the cave is the bowl of commanding 
  water elementals that was used to summon and 
  imprison the creature in the first place. It cannot 
  leave this room. 
  132. UNMARKED TOMB. There is no name over the 
  sealed entrance to this tomb. Within is a cabinet 
  containing a dozen orc skulls, each bearing a label 
  with a four-digit number. The numbers are not 
  consecutive.   
  133. THE WHEEL OF THE YEAR. Above the sealed 
  entrance to this tomb is what appears to be a 
  wagon wheel with eight spokes.  
  A. YULE. This room is cold; approximately 40 
  degrees Fahrenheit (4 degrees Celsius). The doors 
  to this room have the image of an evergreen tree. 
  If this room is entered from the Bone Road or room 
  D, it will be inhabited by a wight (22 h.p.) with a 
  piece of parchment bearing an eighth-part of a 
  map, which when put together in a complete 
  whole, will lead to an unspecified, but wondrous, 
  treasure. If it is entered from anywhere else, it will be 
  inhabited by a wraith (29 h.p.), with a 100 g.p. 
  piece of amber. Only one or the other will ever be 
  encountered; one cannot get the wight to appear 
  by re-entering through the proper door.  
  B. SAMHAIN. This room is chilly; approximately 50 
  degrees Fahrenheit (10 degrees Celsius). The doors 
  to this room have the image of a jack-o-lantern. If 
  this room is entered from Room C, it will be 
  inhabited by a wight (23 h.p.) with a piece of 
  parchment bearing an eighth-part of a map, which 
  when put together in a complete whole, will lead to 
  an unspecified, but wondrous, treasure. If it is 
  entered from anywhere else, it will be inhabited by 
  a wraith (28 h.p.), with a 100 g.p. alexandrite. Only 
  one or the other will ever be encountered; one 
  cannot get the wight to appear by re-entering 
  through the proper door. 
  C. MABON. This room is “room temperature”; 
  approximately 65 degrees Fahrenheit (18 degrees 
  Celsius). The doors to this room have the image of 
  a cornucopia with fruit and grapes. If this room is 
  entered from Room H, it will be inhabited by a 
  wight (23 h.p.) with a piece of parchment bearing 
  an eighth-part of a map, which when put together 
  
   
   
  Level Seven: The Crypts 
  73 
  in a complete whole, will lead to an unspecified, 
  but wondrous, treasure. If it is entered from 
  anywhere else, it will be inhabited by a wraith (28 
  h.p.), with a 100 g.p. amethyst. Only one or the 
  other will ever be encountered; one cannot get the 
  wight to appear by re-entering through the proper 
  door. 
  D. IMBOLC. This room is very cold; approximately 30 
  degrees Fahrenheit (-1 degrees Celsius). The doors 
  to this room have an image of a candle. If this 
  room is entered from Room A, it will be inhabited 
  by a wight (25 h.p.) with a piece of parchment 
  bearing an eighth-part of a map, which when put 
  together in a complete whole, will lead to an 
  unspecified, but wondrous, treasure. If it is entered 
  from anywhere else, it will be inhabited by a wraith 
  (30 h.p.), with a 100 g.p. pearl. Only one or the 
  other will ever be encountered; one cannot get the 
  wight to appear by re-entering through the proper 
  door. 
  E. OSTARA. This room is chilly; approximately 50 
  degrees Fahrenheit (10 degrees Celsius). The doors 
  to this room have an image of a rabbit. If this room 
  is entered from Room D, it will be inhabited by a 
  wight (22 h.p.) with a piece of parchment bearing 
  an eighth-part of a map, which when put together 
  in a complete whole, will lead to an unspecified, 
  but wondrous, treasure. If it is entered from 
  anywhere else, it will be inhabited by a wraith (27 
  h.p.), with a 100 g.p. piece of jet. Only one or the 
  other will ever be encountered; one cannot get the 
  wight to appear by re-entering through the proper 
  door.  
  F. BELTANE. This room is “room temperature”; 
  approximately 65 degrees Fahrenheit (18 degrees 
  Celsius). The doors to this room have an image of a 
  Maypole. The false door leading out of this room 
  has the image of a cornucopia with fruit and 
  grapes. If this room is entered from Room E, it will 
  be inhabited by a wight (24 h.p.) with a piece of 
  parchment bearing an eighth-part of a map, which 
  when put together in a complete whole, will lead to 
  an unspecified, but wondrous, treasure. If it is 
  entered from anywhere else, it will be inhabited by 
  a wraith (29 h.p.), with a 100 g.p. chrysoberyl. Only 
  one or the other will ever be encountered; one 
  cannot get the wight to appear by re-entering 
  through the proper door. 
  G. MIDSUMMER. This room is warm; approximately 
  75 degrees Fahrenheit (24 degrees Celsius). The 
  doors to this room have an image of a fire. If this 
  room is entered from Room F, it will be inhabited by 
  a wight (23 h.p.) with a piece of parchment 
  bearing an eighth-part of a map, which when put 
  together in a complete whole, will lead to an 
  unspecified, but wondrous, treasure. If it is entered 
  from anywhere else, it will be inhabited by a wraith 
  (28 h.p.), with a 500 g.p. aquamarine. Only one or 
  the other will ever be encountered; one cannot get 
  the wight to appear by re-entering through the 
  proper door. 
  H. LAMMAS. This room is very hot; approximately 90 
  degrees Fahrenheit (32 degrees Celsius). The doors 
  to this room have an image of a loaf of bread. The 
  false door leading out of this room has the image 
  of a Maypole. If this room is entered from Room G, 
  it will be inhabited by a wight (28 h.p.) with a piece 
  of parchment bearing an eighth-part of a map, 
  which when put together in a complete whole, will 
  lead to an unspecified, but wondrous, treasure. If it 
  is entered from anywhere else, it will be inhabited 
  by a wraith (31 h.p.), with a 500 g.p. topaz. Only 
  one or the other will ever be encountered; one 
  cannot get the wight to appear by re-entering 
  through the proper door.  
  [DESIGNER’S NOTE: The “unspecified, but wondrous 
  treasure” is left to the game master to flesh out, but 
  it should be noted that if a single piece of the map 
  is missing, the prize should be all but impossible to 
  recover. The treasure should be something very 
  incredible, and somewhat distant, with doubtless 
  many adventures and formidable challenges to be 
  overcome in the process.]  
  134. SMALL TOMB. There is no inscription above the 
  sealed entrance to this tomb. Within are a pair of 
  zombies (8,10 h.p.). 
  135. TOMB OF GREGOR PROUST. The sealed entrance to 
  this tomb bears the inscription, “Here lies Gregor 
  Proust, mage of no small renown, no more bon-
  vivant and man about town.” Note that there is a 
  secret entrance from this tomb leading into the 
  Bone Road, but none of its inhabitants will be found 
  there as random encounters. It is strictly used as an 
  escape route.  
  A. FALSE CRYPT. (Note that the door in the west wall 
  is concealed behind an illusion, making it appear 
  that the wall is solid.) A wight (19 h.p.) is here, along 
  with the smashed remains of a coffin and an urn 
  containing 75 g.p. and a single gem. 
  B. FIRST GUARDIAN. A mezzodaemon (80 h.p.) is 
  bound to this Spartan room, tasked with destroying 
  intruders and protecting Gregor Proust.  
  C. CHALLENGE. A shimmering scarlet curtain of 
  energy blocks the east passage out of this room. 
  Anything touching it will be instantly and irrevocably 
  (short of a wish spell) obliterated. On the floor are 
  tiles laid out thusly: 
  1 1 
  2 1 
  1 2 1 1 
  1 1 1 2 2 1 
  � � � � � � 
  � � � � � � � � 
  The tiles that are empty boxes are laid out in slate, 
  and there is a piece of chalk nearby. If the correct 
  answer is written into the boxes (3 1 2 2 1 1, 1 3 1 1 
  2 2 2 1; the key is to say out loud what you see in a 
  line, and write it numerically in the next line; the 
  second line is “two ones”, the third line is “one two, 
  one one”, and so forth), the energy curtain will 
  disappear. If a single incorrect number is written in 
  on of the slate tiles, the person doing so will take 
  3d4 points of electrical damage, and the incorrect 
  number will be erased.  
  D. FINAL GUARDIAN. This room is unadorned, but 
  
  Castle of the Mad Archmage 
   
   
   
  74 
   
  contains a clay golem (50 h.p.) which will 
  immediately attack intruders. Sounds of combat in 
  this room will alert Gregor Proust in Room E, who will 
  stand ready to ambush any unwary intruders who 
  come through the door into the crypt.  
  E. CRYPT OF GREGOR PROUST. This large chamber 
  mostly consists of a ramp going clockwise around 
  the external wall of the room, with each “level” of 
  the ramp being 10’ lower than the one above it. At 
  the bottom is a large lidless coffin with the skeletal 
  remains of Gregor Proust, now a lich of immense 
  power (22 HD: 66 h.p., functions as a 22nd level 
  magic-user; spells memorized: charm person, 
  jump, magic missile, sleep, spider climb, detect 
  invisibility, ESP, invisibility, stinking cloud, web, dispel 
  magic, fireball, haste, slow, suggestion, dimension 
  door, ice storm (x2), wall of ice, wizard eye, 
  cloudkill, cone of cold, teleport, transmute rock to 
  mud, wall of force, death spell, disintegrate (x2), 
  geas, project image, Bigby’s grasping hand, 
  monster summoning V, phase door, power word 
  stun, mass charm, mind blank, polymorph any 
  object, trap the soul, astral spell, prismatic sphere, 
  temporal stasis. Proust also has the following magic 
  items: staff of the magi with 24 charges, wand of 
  frost with 88 charges, ring of free action, and a 
  robe of scintillating colors (he carries them all on his 
  person, and will use them in combat to greatest 
  effect). 9 secret compartments in the walls (one on 
  each “level” of the ramping floor) contain the 
  following: #1: 3,000 c.p.; #2: 2,000 s.p.; #3: a 
  poison arrow trap (attacks as a 7th level monster, 
  save vs. poison or die, save means 20 h.p. 
  damage plus 1d6); #4: 1,000 e.p.; #5: 5,000 g.p.; 
  #6: 20 gems; #7: empty; #8: 1,000 s.p.; #9: 5 
  pieces of jewelry and 10 gems. His phylactery and 
  spell books are in a special chamber, 10’ in 
  diameter and 20’ below his coffin, reachable only 
  by some magical means of transportation such as 
  dimension door. The place is also covered by 
  magical wards which warn the lich if its sanctuary 
  has been disturbed, in which case it will 
  immediately investigate.  
  F. SECRET STAIRCASE. The secret passage from 
  Room E leads to three narrow staircases, which 
  eventually brings the traveler to the same level as 
  the Bone Road. Note that at the top of the second 
  staircase there is a small bag hanging on a hook 
  on the wall. The bag contains a thousand marbles. 
  If pressed, Gregor (see Room E) will flee up these 
  stairs and throw the marbles behind him to slow up 
  pursuers.  
   
  
   
   
  Level Eight: The Lesser Caves 
  75 
  Level Eight: The Lesser Caves 
   
  This level mostly consists of a series of natural caves and 
  tunnels, although portions are partially excavated. These 
  areas are by turns controlled by a clan of trolls, a variety 
  of different giant insects, a shadow dragon, and the 
  Temple of the Rat God. These areas serve as the 
  thematic introduction to the four levels of natural caves 
  and caverns which await those who are intent on delving 
  to the bottom of the dungeons. These factions generally 
  get along, but it is certainly possible for clever play to 
  bring them into conflict with one another.  
   
  The northeast section of this level is an exception, 
  however; it is an area of worked passages that is 
  deliberately designed to trick explorers into thinking that 
  they are descending far deeper into the dungeons than 
  they actually are. A series of subtly sloping passages 
  bring the player characters “up”, where they then find 
  staircases “down”, not realizing that they have in fact 
  remained on the same level of the dungeon all the 
  while.  
   
  The game master should remember that one-way doors 
  appear as normal walls from the “outward” side (i.e., the 
  side the door opens into), and will close automatically 
  unless held open with an iron spike or other device. This 
  can make retracing one’s steps in the northeastern 
  portion of this level particularly difficult. 
   
  It should also be remembered that the trolls presented 
  here are not merely mindless brutes. They have their own 
  tribal culture and language, and clever parties will at 
  least make the attempt to parley. They should be 
  presented as hardly intellectuals, but fiercely cunning. 
  Their hides are all moss green.  
   
  This level has direct access to Levels 6, 7, 9, 10, 11 and 
  13. There are four maps: northeast, southeast, southwest, 
  and northwest.  
   
  Table 8.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1 death watch beetle 
  2 
  1-6 giant crickets 
  3 
  7-12 giant rats (20% chance of a wererat in 
  addition) 
  4 
  1 giant slug 
  5 
  1 mimic (will appear as a door or stone arch) 
  6 
  3-12 giant centipedes (50% chance they are 
  huge centipedes) 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Minor cave-in (if in natural cavern area, 
  otherwise re-roll) 
  11 
  Pick monster from Level 9: THE GREATER CAVES  
  12 
  Dungeon Dressing (use table 8.2) 
   
  A minor cave-in represents the falling of rocks and stone 
  from either a ceiling over the player characters, or a wall 
  they happen to be traveling next to or near. Such a 
  cave-in will not cause any damage, but there is a 10% 
  chance that it will turn into a major cave-in. Such a 
  cave-in will cause everyone within a 30’ radius of the 
  epicenter (roll randomly to determine which player 
  character in the party is beside the epicenter) to make a 
  saving throw vs. paralyzation. Those who make their 
  saving throw will be able to dodge out of the way of the 
  falling stones. Those who fail will take 3-18 h.p. of 
  damage. There is a further 1% chance that a major 
  cave-in will actually collapse a tunnel (rendering it 
  impassable) or a portion of a cave. Gnomes may use 
  their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Table 8.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  A broken axe-handle  
  2 
  A stone bowl 
  3 
  Written on the floor, in chalk: “HERE” 
  4 
  4’ ring of mushrooms growing on the floor  
  5 
  A small wineskin, full   
  6 
  A sword hilt 
  7 
  The sound of several tiny voices laughing 
  8 
  The scent of roasting meat 
  9 
  A sudden gust of wind (50% chance to 
  extinguish uncovered candles, but not torches 
  or oil lamps) 
  10 
  A light haze of smoke 
  11 
  Six discarded torch-stubs 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  SLOPING PASSAGE. These hallways gradually slope 
  up to meet the level of the top of one of the 
  staircases (see Area #2). Note that the 5% slope is 
  too 
  subtle 
  to 
  be 
  detected 
  under 
  normal 
  circumstances; dwarves, etc. have their normal 
  chance to detect.  
  2. 
  STAIRS TO NOWHERE. These staircases are designed, 
  in conjunction with the very subtle sloping passages 
  on this level (see Area #1), to convey the illusion of 
  descending to a deeper level of the dungeon, 
  when in fact those using them are actually on the 
  same level they started.   
  3. 
  SLIDE. This staircase is, in fact, one of the “stairs to 
  nowhere” (see Area #2) but when the fifth step is 
  reached (two ranks of player characters marching), 
  the whole will flatten into a 45° slide, and oil will be 
  released from a hidden reservoir, making the whole 
  exceedingly difficult to climb back up. The slide will 
  reset automatically after 30 minutes.  
  4. 
  STAIRS DOWN. This staircase leads to Area #1 on 
  Level 9: THE GREATER CAVES.  
  
  Castle of the Mad Archmage 
   
   
   
  76 
   
  5. 
  STAIRS DOWN. This staircase leads to Area #6A on 
  Level 9: THE GREATER CAVES.  
  6. 
  STAIRS DOWN. This staircase leads to Area #13 on 
  Level 9: THE GREATER CAVES.  
  7. 
  STRAWBERRY. The south wall of this niche is 
  decorated with a mosaic depicting a 5’ high 
  strawberry. If licked, it will taste just like a ripe 
  strawberry, but provide no nutritional or other benefit. 
  8. 
  DISAPPEARING ROOM #1. Once entered, this room 
  will completely disappear into a pocket dimension 
  10 minutes after the door has been closed again 
  (including the door itself). It will reappear 24 hours 
  later. Within are two chests, one large and the other 
  slightly smaller. The two chests are actually a pair of 
  mimics; the larger is of the “killer” variety (9 HD, 45 
  h.p.) which will attack immediately if approached, 
  and the other of the more intelligent sort (7 HD, 29 
  h.p.) who will, if approached after the nature of the 
  large one has been discovered, profusely apologize 
  for his brutish cousin’s behavior and ask politely if the 
  player characters have any food they might be 
  willing to part with. Only if refused will the smaller one 
  attack.  
  9. 
  DISAPPEARING ROOM #2. Once entered, this room 
  will completely disappear into a pocket dimension 
  10 minutes after the door has been closed again 
  (including the door itself). It will reappear 24 hours 
  later. Within is a chasme demon (33 h.p.) which 
  guards an amphora containing 3,000 s.p. and 2 
  pieces of jewelry. 
  10. DISAPPEARING ROOM #3. Once entered, this room 
  will completely disappear into a pocket dimension 
  10 minutes after the door has been closed again 
  (including the door itself). It will reappear 24 hours 
  later. It contains the (cold) remnants of a cook-fire, 
  an iron tripod and kettle, and the discarded 
  wrappings of some sort of rations.  
  11. DISAPPEARING ROOM #4. Once entered, this room 
  will completely disappear into a pocket dimension 
  10 minutes after the door has been closed again 
  (including the door itself). It will reappear 24 hours 
  later. The room contains a flesh golem (40 h.p.) 
  which will attack and pursue anyone who enters the 
  door.  
  12. FINAL REST. This dark out-of-the-way room contains 
  only a desk, high stool, and a single cot with a long-
  dead skeleton of a human, who apparently died in 
  his or her sleep. On the desk are an inkwell, quill, and 
  a scroll, upon which is written (in Common) a short 
  diary. The first entry is dated the 11th day of Brewfest 
  (no year is given): “I feel ashamed to have come so 
  far and then stop short of the ultimate goal. There’s 
  no going back now, but neither do I have the 
  courage to go forth. An inexplicable dread fills my 
  bones. Perhaps once I rest, my courage will return to 
  me.” There are seven more entries; each dated 
  sequentially, all of which say essentially the same 
  thing, but briefer every time. The final entry simply 
  says, “I must rest. So very tired.” 
  13. COLLAPSED PASSAGE. This worked stone corridor is 
  completely blocked by a collapse of the ceiling and 
  walls. Anyone attempting to excavate the rubble 
  runs the risk of causing further collapses.  
  14. SLOPING PASSAGE. This passage gradually slopes 
  down to Area #3 on Level 13: THE MAZE. Note that 
  the slope is too subtle to be detected under normal 
  circumstances; dwarves, etc. have their normal 
  chance to detect. It will turn after quite some time, 
  right, left, and so forth, leaving most explorers without 
  any sense of orientation. [DESIGNER’S NOTE: A similar 
  route, extremely difficult to reach, was noted to exist 
  in Gary Gygax’s original dungeons, and was 
  ultimately taken by Lord Robilar et al to reach the 
  bottom level of the dungeons.]  
  15. EMPTY ROOM. Covered with thick dust, long 
  undisturbed.  
  16. OLD STOREROOM. This room is full of mining 
  equipment, the whole covered with dust and 
  cobwebs. There are pick-axes, shovels, timber 
  supports, hammers, an old mine cart (there are no 
  rails on which it can move, however), miners’ 
  helmet-lamps (but no fuel), etc. There are three 
  large spiders (5,6,6 h.p.) concealed near the ceiling 
  in the southeast corner of the room.  
  17. SEMI-FINISHED CAVE.  The northern wall is worked 
  stone; the rest of this room is a natural cave. It is also 
  home to a pair of giant two-headed trolls (54,60 
  h.p.). They are temporarily banished from the troll-
  king’s domain.  
  18. TREASURE TROVE. The giant two-headed trolls in Area 
  #17 have amassed quite a fortune over time; a 
  single large unlocked chest contains 1,000 e.p. and 
  4,000 g.p., a smaller locked chest (with a poisoned 
  needle trap; save vs. poison or die) contains 10 
  gems and a potion of speed. The key to the chest is 
  in Area #19. 
  19. LARDER. The giant two-headed trolls in Area #17 
  keep great stores of food in this cave; there are 
  three (semi-rotten) animal carcasses hanging on 
  hooks set into the ceiling, a half-dozen casks of fine 
  ale, and a small pot of mustard. A small key is taped 
  under the lid of the pot; it unlocks the chest in Area 
  #18.  
  20. LARGE CAVE. This enormous underground cave 
  reaches 60’ below the entrances found on this level 
  of the dungeon, the floor of which is reachable only 
  by going over steep cliffs, as marked on the map. 
  The whole is dimly lit by phosphorescent lichen that 
  allows sight up to 100’ or so from any given vantage 
  point. On the floor of the cave, as well as on the 
  various cliffs and shelves, tunnels disappearing into 
  the stone can be dimly seen. In addition, the trickle 
  of water can be heard, and its source (a small 
  underground stream which enters and exits the cave 
  through natural fissures in the walls, flowing rapidly 
  north to south) can possibly be seen, depending on 
  the vantage of observers. Those entering the cave 
  are likely to be set upon by its various inhabitants 
  (see Areas #21-33 for details), especially if they draw 
  attention to themselves by using magical flight, 
  crossing the stone bridge, etc. The floor of the cave 
  is actually on Level 11: THE GREATER CAVERNS, and is 
  further detailed therein as Area #41.  
  
   
   
  Level Eight: The Lesser Caves 
  77 
  21. CAVE BEARS. A pair of these enormous brutes (40,45 
  h.p.) dwells here. They are semi-pets of the stone 
  giants in Area #23, and if either hears the sound of 
  combat coming from the lair of the other, they will 
  each come to the others’ rescue.  
  22. STONE BRIDGE. This narrow natural stone bridge arcs 
  gracefully over the chasm, and is approximately 60’ 
  above the bottom-most floor of the mammoth 
  cave. Creatures attempting to cross the bridge have 
  a 90% chance of being set upon by the harpies of 
  Area #32, and possibly the stone giants of Area 
  #23.  
  23. STONE GIANTS. A trio of stone giants dwells in this cliff 
  top cave (39,40,45 h.p.). They are solitary by nature, 
  ignoring the other inhabitants of the large cave, but 
  do not brook intruders. They have a large supply of 
  boulders, which they will hurl at intruders coming 
  across the stone bridge, and there is a 40% chance 
  that at least one of them will be watching the bridge 
  at any given time. At position A there is a long (80’) 
  very thick knotted rope tied securely to an iron ring 
  set into the stone. Once every few days, the giants 
  will use this rope to visit the floor of the cave and 
  gather water and food. They will on occasion (either 
  alone or in a pair) venture forth in search of some 
  novelty. The cave itself is quite comfortably 
  appointed, with a low fire (the smoke from which is 
  drawn up into a natural fissure in the ceiling, ending 
  up who-knows-where), with comfortable furs draped 
  over worn stones providing most of the furnishings. 
  Inside a great stone hollow in the floor (covered by a 
  vast stone slab which requires a combined strength 
  of 40 to lift) is the giants’ treasure; six large sacks 
  containing a total of 4,000 g.p., a small pouch 
  containing 5 gems, and a cursed sword +1. They 
  are aware of the magical nature of the caves in 
  Areas #26-28, but not their specific effects, and 
  avoid them, but also guard them jealously, knowing 
  of their intrinsic value.  
  24. CAVE-IN. 
  This 
  natural 
  passage 
  goes 
  for 
  approximately 25’ to the southeast before being 
  completely choked by rubble from a cave-in. 
  Anyone attempting to excavate the rubble runs the 
  risk of causing further collapses. 
  25. NOT-SO-FUN 
  FUNGI. 
  A 
  patch 
  of 
  8 
  shriekers 
  (12,14,15,15,16,16,17,18 h.p.) and 3 violet fungi 
  (15,16,19 h.p.) is here. Attempts to enter the cave 
  leading to Areas #26-28 will result in both the 
  alerting of the inhabitants of the cave (including 
  most especially the giants in Area #23 and the 
  dragon in Area #30) and attack by the violet fungi. 
  26. RED CAVE. This cave is filled with a thick mist that 
  glows bright red. Those who enter the cave must 
  save vs. magic or find their minds transferred with 
  someone else in the cave. This mind-swap will 
  transfer the entire personality, class, alignment, 
  intelligence, and wisdom of the two individuals 
  involved. In those game systems that use a separate 
  attribute for Comeliness (or Beauty, etc.), charisma 
  will be transferred as well. For those game systems 
  that do not include such an attribute, simply 
  average the charisma scores of the two individuals, 
  rounding down. Note that memorized spells will not 
  similarly be transferred; if the mind of a spell-caster 
  of one type is transferred into the mind of another, or 
  a non-spell-caster, then all spells will be lost and 
  must be re-memorized. If there is only one individual 
  in the cave who is susceptible to the mind 
  transference (i.e., who failed their saving throw), the 
  one who did fail will be transformed into some other 
  type of creature (roll on the table for the seventh-
  level Druid spell reincarnate to determine what sort 
  of creature the character becomes). This will only 
  affect the same creature (mind or body) once in a 
  lifetime. The effect can be reversed or altered by a 
  wish or other similar enchantment. Normal system 
  shock rules apply.  
  27. BLUE CAVE. This cave is filled with a thick mist that 
  glows with an electric blue color. Any dead body 
  brought into the mist, as long as it is dead no more 
  than 200 years, will be resurrected as per the 7th 
  level clerical spell. The cave’s magical effect will 
  only work on the same person once. Normal 
  resurrection survival rules apply.  
  28. YELLOW CAVE. This cave is filled with a thick mist that 
  glows with a vibrant yellow color. Everyone entering 
  this room must make a saving throw vs. magic. 
  Anyone failing the throw must roll 1d6. For each 
  number that they have rolled, they will add one 
  point to their ability scores, starting with the lowest 
  and moving towards the highest. In case of a tie, roll 
  to see which statistic is increased (if necessary). One 
  person can only potentially receive this benefit 
  once; whether or not they fail their saving throw and 
  actually get their abilities raised does not matter. 
  They don’t get a retry.   
  29. LEDGE. This broad ledge looks over the entire eastern 
  half of the large cave, and the southeast corner 
  leads to a trail that reaches all the way to the 
  bottom at Area #41C on Level 11: THE GREATER 
  CAVERNS 
  (approximately 
  a 
  45° 
  angle). 
  The 
  luminescence from the cave penetrates only dimly 
  into the passage northeast of the ledge.  
  30. MASTER OF THE CAVE. This is the lair of Gloomstorm, a 
  huge and ancient shadow dragon of incredible 
  malevolence and intellect. (54 h.p., spells: darkness, 
  hypnotism, fog cloud, mirror image, continual 
  darkness, suggestion, improved invisibility, shadow 
  monsters.) Although he rests on an enormous heap 
  of 100,000 iron and brass coins (the latter having 
  been worn to a dark patina by years of serving as 
  the dragon’s bed), his true prize is a large iron collar 
  studded with 20 large black jaspers (100 g.p. each), 
  30 large cut pieces of jet (500 g.p. each), and 5 
  black sapphires (5,000 g.p. each) worth a total of 
  45,000 g.p. if somehow removed from the beast’s 
  neck intact. Gloomstorm also possesses both a 
  murkstone (see APPENDIX II: New Magic Items for 
  details) and six beads of force which he takes with 
  him on his rare forays into the cave. The other 
  inhabitants of the cave leave him regular offerings 
  on the ledge (Area #29) specifically to forestall such 
  forays. Gloomstorm will investigate if the shriekers in 
  Area #25 sound off, or if there is particularly loud 
  
  Castle of the Mad Archmage 
   
   
   
  78 
   
  sounds of combat in the cave (such as the giants in 
  Area #23 tossing stones at the bridge, etc.).  
  31. NURSERY. The long-desiccated remains of six dragon 
  eggs can be found here in a sandy patch on the 
  ground, along with dark brown streaks on the walls 
  and floors which are, on reflection, probably blood. 
  No trace of young can be found, however.  
  32. BUTTE. This is the top of a large stone plug that rises 
  from the bottom of the huge cave with sheer stone 
  walls that require special skills and/or equipment to 
  climb (and at a 20% penalty due to the lack of 
  hand- and footholds). The top is used as the aerie of 
  a flock of a dozen harpies (12,13,14,14,14,15, 
  16,17,18,19,20,20 h.p.) who will almost always 
  attack travelers on the stone bridge (Area #22), and 
  who regularly patrol the rest of the cave looking for 
  prey. In great undifferentiated piles mixed in with the 
  substance of their nests, they have amassed 4,000 
  e.p., 4 gems, and a girdle of frost giant strength. 
  33. SHELF. This is a natural stone shelf projecting out from 
  the wall of the cave, 60’ above the floor. It cannot 
  be reached save by climbing (with a 20% penalty 
  due to the sheer nature of the stone), flight, or 
  magical 
  means. 
  Eight 
  gargoyles 
  dwell 
  here 
  (16,17,18,20,20,24,26,27 h.p.), who generally leave 
  the harpies in Area #32 to their own devices (and 
  vice versa), but very clever tactics could put them at 
  odds with one another in melee. Each has 6 g.p. on 
  its person, and there are four large leather sacks with 
  500 s.p. each, as well as 3 gems, up on the ledge. 
  34. SLOPING PASSAGE. This is a steeply sloping passage 
  leading down to Area #21 on Level 9: THE GREATER 
  CAVES. Note that because it is a steep enough 
  slope, it is obvious to anyone traveling down this 
  tunnel that they are going down; no check or 
  special racial skills are required.  
  35. SANDY CAVE. The floor of this cave differs from that 
  of the rest of the level, in that it is covered with a 
  thick layer of sand. A sealed vase is visible in the 
  southwest corner of the cave, half buried in the 
  sand, which if opened is found to contain 25 p.p. 
  36. EMPTY CAVE. Just some loose stones on the floor.  
  37. SEMI-FINISHED ROOM. The walls of this chamber are 
  partially of finished stonework, and partially natural 
  cave-walls. A pick-axe is still embedded in the living 
  stone along the southern wall; if anyone attempts to 
  remove it, the handle has a 50% chance of 
  breaking off in the hands of the person making the 
  attempt. There are 4 megalocentipedes (12,13, 
  14,16 h.p.) here, which will attack intruders, thinking 
  them food.  
  38. HERMIT. This is the abode of the human Francis 
  Kermode, a hermit who has taken up residence 
  here to get away from the hustle and bustle of the 
  weary world. Kermode is not only an albino, but he is 
  also a were-bear (39 h.p.), as well as being a cleric 
  of the Goddess of the South Wind (in human form: 
  C6, AC 8 (DEX), spells memorized; command, cure 
  light wounds, protection from evil, sanctuary, find 
  traps, hold person, silence 15’ radius, create food 
  and water, dispel magic). He wields a mace +2, 
  and possesses a periapt of wound closure. He will 
  maintain his human form unless threatened, in which 
  case he will assume his bear-shape and threaten 
  back. The local trolls have learned to give him a 
  wide berth, and he for his part does not trouble 
  them. He possesses a small pouch with 40 s.p., but 
  his real treasure is the key to Area #39, which he also 
  keeps in that same pouch. He knows the hermit Ygg 
  Narvi in Area #76 on Level 10: THE LESSER CAVERNS. 
  They will sometimes get together for meals and to 
  share gossip, recipes, techniques for insulating a 
  cave with wattles, etc. 
  39. LOCKED ROOM. The door to this room is not only 
  locked (Francis Kermode in Area #38 has the key), 
  but sealed with a glyph of warding (anyone 
  attempting to open it without the key will receive a 
  blast of fire for 12 h.p. of damage). Within is a large 
  safe of glassteel some 3’ on a side. Inside, plainly 
  visible on a purple pillow, is a necklace bearing a 
  large round gold medallion. This is, in fact, a key to 
  freeing the demon prince Fraz-Urb’luu (see Area 
  #104 on Level 7: THE CRYPTS for more information). 
  Kermode will protect this room, and its contents, with 
  his life. The safe can only be opened with the proper 
  combination being entered into the lock. The lock 
  consists of a grid laid out thus: 
                    
    
  �  �  �  
    
  �  �  �  
    
  �  �  �  
   
  With each box represented by a square hole. 
  Resting atop the safe are nine silver plaques, each 
  exactly the same size as the holes, numbered 1-9 
  on one side, and with the number 15 on the back. 
  They must be placed in the lock so that each row, 
  column, and diagonal adds up to 15. The answer is: 
   
    
  4  3  8 
    
  9  5  1 
    
  2  7  6 
   
  Once this combination (or another that yields the 
  same answer) is entered, the door will open and the 
  amulet can be safely removed. Any single incorrect 
  placement will result in a jolt of 3d6 h.p. of electrical 
  damage.   
  40. COLD CAVE. The temperature in this cave is 
  noticeably 
  chilly, 
  compared 
  to 
  the 
  tunnels 
  immediately surrounding it. On the southern wall of 
  the cave, a round face with an enormous smile and 
  two dead eyes has been carved; it has no particular 
  properties or significance, but don’t let that stop the 
  player characters from imagining otherwise and 
  investigating. There is a patch of brown mold 
  covering most of the floor and walls of this room, 
  which will begin to drain heat energy from anyone in 
  the cave more than one round.  
  41. WHIP SCORPIONS. A pair of giant pedipalps lair at the 
  end of this thin cave (22,25 h.p.). Ten gems are 
  scattered about the floor, in and amongst the 
  detritus and trash.  
  42. MURAL ROOM. The walls of this room are covered 
  with a number of colorful and obviously once-
  
   
   
  Level Eight: The Lesser Caves 
  79 
  beautiful frescos depicting courtly life in some 
  idealized world. There are beautiful princesses and 
  handsome knights on white chargers, villainous 
  dragons of every hue, and mysterious wizards 
  aplenty. No single tale seems to be told here, but 
  there appear to be snippets from at least half a 
  dozen well-known folktales and fairy stories. The only 
  thing marring this idyllic scene is that the faces of all 
  the human figures seem to have been smashed on 
  the very walls upon which they were painted.  
  43. EMPTY ROOM. There are six identical wooden chairs 
  arranged against the south and east walls of this 
  room. It is otherwise empty.  
  44. TIME TO THINK ABOUT DINNER. The walls of this room 
  are decorated with an intricate collection of writings 
  in the language of the mind rippers. If translated 
  (most probably by magical means), it will prove to 
  be a recipe for fire-giant-brain lasagna. Two minutes 
  after this room is entered, the door will slam shut 
  (unless spiked) and will remain so for 4-9 (1d6+3) 
  hours, after which time it will open with an audible 
  click.  
  45. SECRET ROOM. The trolls are not aware of the 
  existence of this room. It contains several racks of 
  weapons and stands with armor, shields, and helms. 
  Most types of weapons and armor are represented, 
  and mixed into the bunch is a glaive-guisarme +1 
  and a cursed long sword -1.  
  46. TROLLS KITCHEN. Note that the northern door to this 
  room is always open, and a faint trail of smoke can 
  usually be seen emanating from within. There are 
  several large and low fires going at any given time, 
  and unidentifiable (or, worse, partially identifiable) 
  chunks of meat roasting on spits, large pots bubbling 
  and burbling, loaves of strange grey bread, dried 
  vegetables, sacks of salt and grey flour, etc. On one 
  of the four tables used for food preparation is a 
  collection of nine ceramic jars with lids, each 
  labeled (in Troll). There are “Dwarf beard”, “Dried orc 
  snout”, “Gnome nose”, “Elf ear tips”, “Dried blood 
  (mixed)”, “Poison ivy”, “Ent leaves”, “Turkels”, and 
  “Oregano”. The two troll chefs (31,31 h.p.) live here 
  and will almost certainly be here.  
  47. STORES. There are thirty-three large casks of troll brew 
  here (each cask holds approximately 30 gallons, 
  and is most definitely both undrinkable by and 
  unsalable to anything other than trolls and the 
  occasional ogre or ettin). The various barrels are in 
  various stages of fermentation.  
  48. TROLL GUARDS. The personal bodyguards of the troll 
  king dwell here when they are not on duty either in 
  the court itself or at the guard-post in Area #51. Six 
  giant trolls are likely to be here at any given time 
  (37,38,39,40,40,41 h.p.). There are piles of ratty furs, 
  half-gnawed bones of dubious origin, some with 
  scraps of meat still clinging to them, and various 
  other pieces of debris in the cave. Between them 
  there are some 3,000 g.p. mixed in and amongst 
  the detritus, along with a discarded scroll case 
  containing a clerical scroll containing speak with 
  dead. 
  49. TROLL WIVES. There are six enormous beds here, all 
  of which are smashed and broken, but apparently 
  still in use, with tattered finery, torn mattresses, etc. 
  This is the harem of the troll king Ugrug, and is at 
  present occupied by three of his wives (36,36,37 
  h.p.). Each of the wives wears a piece of jewelry, 
  and will come to the common defense of the court 
  if a battle ensues, fighting almost fiercer than the 
  guards themselves.  
  50. COURT OF THE TROLL KING. This room is dimly lit by 
  phosphorescent lichen, giving it a sickly yellow glow. 
  The king of the local trollish clan, one Ugrug (54 h.p., 
  AC 1 (ring of protection +3)), sits on a mockery of a 
  throne made up of stones, tattered furs, and bits of 
  bone and debris in the northeast corner of the room. 
  He wears a crudely-shaped crown of solid gold, 
  however, worth 2,000 g.p. He is attended by three of 
  his troll-wives (34,35,37 h.p.; each wears one piece 
  of jewelry), and from 3-12 of the local troll 
  population will be here at any given time. Two giant 
  trolls (60,63 h.p.) stand guard beside the throne. The 
  room is always boisterous when “court” is in session; 
  with huge hunks of meat and flagons of foul troll-
  brew being consumed, and loud with song both 
  bellowing and nauseating by turns. In addition, 
  chained to the throne by heavy iron links leading to 
  an enormous black iron collar, is the official “court 
  jester”; the dwarf Oleg Irontooth (C/F 7/8, 42 h.p. 
  (currently down to 28 due to damage), no spells 
  memorized, AC 9 (DEX), neutral good). Oleg is 
  rather stunned and in a constant state of semi-shock 
  due to his many months of mistreatment; he is the 
  last of an expedition of dwarves which was captured 
  by the trolls and who have been turned into feasts 
  for the trolls one by one. Oleg knows his time is short. 
  Beneath the heaped-up stones of the throne, and 
  concealed by the furs, is an enormous mound of 
  3,000 c.p., 2,000 s.p., and 7,000 g.p.  
  51. GUARDS. Four giant trolls are here (36,37,37,40 h.p.), 
  guarding the entrance to the troll-king’s cave (see 
  Area #50).  
  52. TROLL WARREN. Twenty of the fearsome beasts lair in 
  this cave and the adjoining side-caves. A low smoky 
  fire is in the middle of the central cave, and from 3-
  18 of the trolls from caves A-D will be in the central 
  chamber at any given time. Cave A has four of the 
  beasts (30,32,39,40 h.p.), with a sack with 1,000 g.p. 
  Cave B has five of them (33,35,36,42,43 h.p.) who 
  have a foot-long carved ivory box (itself worth 100 
  g.p.) containing a piece of jewelry, a potion of 
  invisibility, and 100 c.p. Cave C has five more 
  (35,36,37,44,45  h.p.) with a pile of 2,000 s.p. and a 
  dagger +2. Cave D has 6 of them (34,37,38, 
  41,42,44, h.p.) with a large unlocked chest with 
  3,000 g.p. 
  53. EMPTY CAVE. There are a few unidentifiable bones 
  scattered across the floor of this cave. It is otherwise 
  empty.  
  54. TROLLS’ MIDDEN. This room is used as a general dung 
  heap/trash dump. An otyugh (7 HD, 33 h.p.) has 
  been allowed to dwell here, as it helps to guard this 
  particular passage from intruders. The otyugh knows 
  
  Castle of the Mad Archmage 
   
   
   
  80 
   
  when it has a good thing, and gladly accepts the 
  situation.  
  55. TROLL SHRINE. This rough and evil shrine has a life-
  sized wooden image of the trollish deity The 
  Destroyer, which is brought in procession through the 
  caves on holy days and at feasts. The statue is 
  decorated with a pair of golden bracelets worth 200 
  g.p. each. Decorating the walls are very rough wall 
  hangings (worthless) and the bones of enemies. The 
  shaman of the local troll tribe dwells in cave A; Yknig 
  (31 h.p.; spells memorized: cause light wounds, 
  protection from good, resist fire). Area B is home to 
  two troll acolytes (29,30 h.p.; each has bless 
  memorized). There is a 25% chance that one of the 
  three shamans will be in the shrine itself, at some 
  awful and blasphemous rite or prayer.  
  56. STAIRS UP. This staircase leads to Area #26 on Level 
  6: THE LABYRINTH, passing through Area #93 on Level 
  7: THE CRYPTS.  
  57. RUST MONSTERS. A pair of rust monsters makes their 
  lair here (22,24 h.p.). A skeleton wears a leather 
  pouch with 3 gems inside.  
  58. GRELL. At the center of this cave is a small chimney 
  that goes up into the ceiling. It is the favorite haunt 
  of a grell (22 h.p.). The grell could, however, be 
  found as a wandering encounter elsewhere floating 
  near the ceilings of the caves, in search of prey 
  59. CRICKET CAVE. This cave is very long, but has a 
  relatively low ceiling (never more than 15’ from floor 
  to ceiling in any given place). The walls and floor are 
  covered with a variety of various lichens and fungi, 
  some of which are mildly phosphorescent, giving the 
  entire place a dim orange glow, and the trickling of 
  water can be heard. It is home to some 100 cave 
  crickets (8 h.p. each), which will usually be found 
  clinging to the walls or slowly moving across the floor 
  or ceiling munching on the fungi to be found there. 
  However, if frightened by incautious (or unlucky) 
  intruders, the chorus of chirping will be joined 
  throughout the entire cave, which can most 
  certainly be heard in all but the most inaccessible 
  portions of the northeast corner of this level. In 
  addition, a cascade effect of jumping crickets 
  could ensue, creating a very deadly environment for 
  anyone in any corner of the place. A small 
  underground stream runs from a fissure in the 
  northern wall to a sink-hole (B) in the middle of the 
  cave. Location A marks the place where the sink-
  hole in Area #34 on Level 7: THE CRYPTS will deposit 
  people and things that go through it.  
  60. STAIRS UP. This staircase leads to Area #33 on Level 
  7: THE CRYPTS.  
  61. SMALL CAVE. Home to a lone orc (6 h.p.) who 
  somehow got separated from his tribe (the Grinning 
  Skulls) on Level 2: THE DUNGEONS and managed to 
  survive for more than a month. He is armed with a 
  spear. 
  62. UNSTABLE CAVE. The eastern tip of this cave is very 
  unstable; there is a 50% chance per turn that 
  anyone is in this cave that the last 10’ will collapse, 
  causing 4d6 h.p. of damage to anyone in that 
  area.  
  63. FUNGUS CAVERN. This cave is choked with thickly-
  growing fungus and mushrooms. A group of 6 boring 
  beetles nests here (20,22,24,25,27,30 h.p.). If the 
  fungus is cleared away, a large locked iron chest will 
  be revealed. Within is 4,000 g.p. 
  64. STALAGMITES. The floor of this cave is studded with a 
  number of stalagmites.  
  65. SLOPING PASSAGE. This is a steeply sloping passage 
  leading down to Area #25 on Level 9: THE GREATER 
  CAVES. Note that because it is a steep enough 
  slope, it is obvious to anyone traveling down this 
  tunnel that they are going down; no check or 
  special racial skills are required.  
  66. TELEPORTER. Anyone entering the last 20’ of this 
  tunnel will be teleported to Area #44 on Level 10: 
  THE LESSER CAVERNS.  
  67. EMPTY CAVE. Occasionally one of the cave crickets 
  from Area #59 will wander in here, but it is usually 
  devoid of habitation.  
  68. FUNGUS CAVE. The walls and floor of this cave are 
  covered in harmless (in fact, edible) fungus and 
  mushrooms. There are also two shriekers here (12,12 
  h.p.).  
  69. POST ROOM. Against the western wall are three blue 
  metal boxes, each on four 1’ metal legs and with 
  indecipherable writing and symbols painted on. 
  Each also has a large door, opened by pulling on a 
  handle in such a way that one can place something 
  into the box, but not reach in and take anything out. 
  The boxes are impervious to all but the strength of a 
  demigod, although they can be dented (and all 
  three show signs of such). Letters, notes, or other 
  missives placed inside any of the three will be 
  instantaneously transported to their destination, as 
  long as they are properly addressed.  
  70. GUARDS. Four skeletons are in this room (5,5,6,6 
  h.p.), and will attack anyone who enters.  
  71. TAILOR. This smallish room is cozily furnished; there is 
  a cot, table, a few chairs, and a large armoire filled 
  with fine clothing. Within is Sege Veriston, an ancient 
  gnome (I/T 7/11; 26 h.p.; AC 4 (DEX + ring of 
  protection +2); 18 INT and 18 DEX; spells 
  memorized: color spray, darkness, phantasmal force 
  (x2), fascinate, ventriloquism, whispering wind, 
  phantom steed, rope trick). He is armed with a 
  dagger +3, but will avoid combat if at all possible, 
  most likely through the use of the robe of scintillating 
  colors which he wears. He is an affable, but 
  completely absent-minded old fellow, who will offer 
  player characters a cup of tea, but be completely 
  unhelpful in terms of the layout or inhabitants of the 
  rest of this level. (“I’m much too busy with my sewing 
  to worry about what’s out there,” he’ll say with an airy 
  wave of his hand.) If asked about robes of 
  scintillating colors (other than the one he’s wearing, 
  of 
  course), 
  their 
  manufacture 
  or 
  possible 
  whereabouts, he will acknowledge that he once 
  knew the secret, but he’s long forgotten it. (“I did 
  leave one lying around here someplace, once… 
  never did figure out what happened to it.”) His spell 
  book (including the spells he has memorized plus 
  read illusionist magic, fog cloud, and phantom 
  
   
   
  Level Eight: The Lesser Caves 
  81 
  armor) is hidden in a false bottom of the armoire. It 
  also contains the formula and instructions for 
  creating a robe of scintillating colors, but the tailor 
  has completely forgotten that it’s in there. If treated 
  well, he will be kind and polite (as well as offer to 
  mend any of the player characters’ garments that 
  require mending), but if bullied or pestered, he will 
  use the robe he wears to get rid of intruders. 
  72. WARDROBE. Here is where Sege Veriston stores the 
  garments that he has made over the many years. 
  There is rack upon rack of cloaks, hose, tunics, 
  doublets, gowns, etc. If Sege is well-disposed 
  towards player characters, he may invite them to 
  take something “that you fancy and that fits” from 
  the collection. Those who take things without his 
  invitation will find that, after 1 turn, they will begin to 
  get snug, then tight, then breathing will become 
  difficult, and eventually the clothing will strangle the 
  wearer. Otherwise, they will be of fine quality and 
  exceptional durability.   
  73. COLLAPSED PASSAGE. This worked stone corridor is 
  completely blocked by a collapse of the ceiling and 
  walls. Anyone attempting to excavate the rubble 
  runs the risk of causing further collapses.  
  74. RAINBOW CAVE. This cave is remarkable because of 
  the scintillating colors of its walls, floor, and ceiling; 
  every color of the rainbow is represented, in 
  variegated bands of color that also contain some 
  sort of natural crystal that imparts the whole with a 
  staggeringly beautiful glow. The colors fade almost 
  immediately as the cave gives way to the tunnels 
  that lead into and out of it. Experimenting (by 
  chipping away pieces of the stone, etc.) will reveal 
  that the colors are not merely surface-deep but 
  extend at least a foot in all directions. Dust made 
  from the walls of this cave can be used (by those 
  who possess the knowledge) to create a robe of 
  scintillating colors. 
  75. WET CAVE. The whole of this cave is thick with 
  moisture. The middle of the northern wall is very 
  damp, which seems to emanate from a crack near 
  the ceiling. There is ordinary slime on the wall as well. 
  76. GUARDIANS. A pair of monstrous rats (26,27 h.p.; see 
  APPENDIX III: New Monsters for details) is kept here. 
  The beasts will attack any non-rodent who enters.  
  77. FANCY CAVE. This cave is appointed in high style. 
  There are wall hangings of quality, rugs and cushions 
  on the floor, a sideboard with brandy and an 
  excellent assortment of fruit and cheeses, a sofa, 
  chairs, desks (all built for someone of a very low 
  stature) and chandeliers hanging from the ceiling 
  giving a warm glow to the whole scene. A pair of 
  giant white rats dwell here (15,16 h.p.; see APPENDIX 
  III: New Monsters for more information), hired on as 
  guards for the swiftly-expanding Temple of the Rat 
  God. Each has a purse bulging with 50 g.p., and 
  they 
  have 
  secreted 
  a 
  small 
  iron 
  strongbox 
  containing 20 gems under one of the many 
  cushions in the cave.   
  78. NURSERY. At any given time there will be some 20 
  giant rats here (3 h.p. each), and hundreds of tiny 
  babies, rustling, tussling, whining pitifully, nursing, etc. 
  If this place is invaded, the rats will defend it with 
  uncommon fury (+2 on all “to hit” rolls) and more 
  rats, both giant and common, will issue forth from 
  the myriad small holes in the walls and the corridors 
  to come to the defense of the young.  
  79. EMPTY CAVE.  
  80. TEMPLE OF THE RAT GOD. The first thing one notices 
  about this place, dimly lit by torches in sconces on 
  the walls, is the many hundreds of rats, both ordinary 
  and of the giant variety, seething across the floor like 
  some great, furry, squealing, squirming wave. There 
  are scores of small holes in the walls into which rats 
  are constantly scurrying; these very small tunnels 
  eventually lead up to the labyrinthine rat holes on 
  Level 7: THE CRYPTS (see the introduction to that level 
  for more information on the nature of these tunnels). 
  A close examination will reveal that most of those 
  entering the area are carrying at least a small 
  morsel of meat or other garbage in their jaws, which 
  they then share with the group. At area A there is a 
  stone statue of an enormous rat standing up on its 
  hind legs, with its arms crossed as if it was a human, 
  before which at any given time a dozen rats can be 
  seen making obeisance as if in some weird mockery 
  of true religion. Hidden in the base of the statue is a 
  secret compartment containing a box with five 
  matched emeralds (1,000 g.p. each). Mixed in with 
  the giant and ordinary rats will be 5 were-rats in rat-
  man form (13,14,15,15,16 h.p.) who act as both 
  guards and assistants to the rat-god’s priests. There is 
  a 25% chance that one of the giant white rats from 
  Area #77 will be here as well. B is a staircase that 
  leads to Area #107 on Level 7: THE CRYPTS. In a 
  combat situation, the walls will seem to literally boil 
  forth with rodents, who overwhelm intruders and act 
  with great tactical precision and coordination (aided 
  and commanded by the were-rats).  
  81. WITCH DOCTORS. A pair of witch-doctors in the 
  service of the Rat God dwell here, and are servants 
  to the shaman in Area #82. Both are wererats, and 
  each is a witch-doctor of the third level (16,17 h.p.; 
  spells memorized: (#1) light, darkness, chant, 
  ventriloquism, push, invisibility; (#2) cure light 
  wounds, cause fear, resist fire, dancing lights, shield, 
  levitate). Each has a pouch with 30 p.p. and the 
  second is armed with a dagger of venom. If the 
  temple is assaulted, each will assume giant rat form 
  and enter the fray to help lead the defense. In 
  extremis, they will cut and run into one of the dozens 
  of rat-holes. They are not above pretending to be 
  prisoners or any other subterfuge necessary to deal 
  with intruders. Hidden in a secret niche in the 
  northeast wall is a large chest with the major portion 
  of the loot of the Temple; 20,000 s.p., 11,000 e.p., 
  9,000 g.p., and 1,000 p.p. The chest is locked (the 
  shaman in Area #82 has the key) and trapped with 
  a 9-HD fireball which will go off if the chest is opened 
  by any means other than the magic key.   
  82. SHAMAN. The shaman of the rat-god dwells here, 
  and is privileged to have a private shrine in the 
  southeast corner of the cave. The shaman herself is 
  of 7th level, and is a wererat (30 h.p.; spells 
  
  Castle of the Mad Archmage 
   
   
   
  82 
   
  memorized: cure light wounds, cause light wounds, 
  darkness, augury, chant, resist fire, cause disease, 
  dispel magic, divination). She is armed with a short 
  sword +2 and has a bowl of watery death, the 
  nature of which she knows and will try to use, if in dire 
  straights, to cause injury to intruders (by pretending it 
  is a magical bowl of beneficial sort and feigning 
  cooperation) before escaping in giant rat form 
  through one of the several rat-holes throughout this 
  cave and the temple itself. She also has the key to 
  the locked chest in Area #81 (it does radiate magic 
  if detected for). Beneath her bed is a small locked 
  chest with a poison dart trap (attacks as an 8th level 
  monster, if the person opening the chest is hit, they 
  must save vs. poison or take 25 h.p. of damage and 
  be unconscious for 13-24 (1d12+12) hours. The 
  chest contains 20 gems and a piece of jewelry.  
  83. NICHE. There is a secret compartment in the back 
  wall of this seemingly natural niche in the corridor. 
  Within is a panel with three levers; one with a purple 
  handle, one green, and one orange. The purple 
  and green begin in the “up” position; the orange is 
  “down”. Manipulating these levers will have effects in 
  Area #85 on Level 10: THE LESSER CAVERNS.  
  84. GUARDS. While the trolls to the south generally leave 
  the rats and their Temple alone, caution is never 
  wasted. Two monstrous rats are kept here (24,27 
  h.p.; see APPENDIX III: New Monsters for details), and 
  a wererat guard (15 h.p.) is on duty in location A at 
  any given time.  
  85. GUARD ROOM. If the rats are engaged in sorting loot 
  in Area #86, this room will be filled with 20 giant rats 
  (3 h.p. each) and 2 wererats (16,17 h.p.) as guards. 
  If anyone is being kept in the cells (Area #88), they 
  will be guarded by 5 giant rats (3 h.p. each) and 
  one wererat (16 h.p.). Otherwise, this room will be 
  empty, but a table and two chairs are here, as well 
  as numerous droppings on the floor and rat-holes in 
  the walls.  
  86. SORTING ROOM. This half-finished room has a long 
  table with raised sides in the middle, surrounding 
  which are a number of smaller tables, each with a 
  tall stool and large earthenware urn. Each urn is 
  labeled; iron, brass, bronze, copper, silver, electrum, 
  gold, platinum, gems, jewelry, other. This is where, 
  after offerings are dropped into the pit by the faithful 
  in the Temple of Orcus above, the rats sort out their 
  loot. Unless a sacrifice has just been made, this 
  room will be empty.  
  87. OFFERING PIT. This is where the darkened pit from 
  Area #110 on Level 7: THE CRYPTS (the Temple of 
  Orcus) opens up onto this level. At odd intervals on 
  the walls are carvings of leering demonic and 
  skeletal faces, but conspicuously missing are any 
  offerings from above. Unbeknownst to the Orcus 
  cultists above, their offerings are in actuality being 
  secreted away by the rats from the Temple of the 
  Rat God (see Area #80). The constant supply of 
  both sacrificial victims and wealth has greatly 
  enhanced the fortunes of the rodents.  
  88. CELLS. Each of these small chambers has a bed 
  and an iron ring set into the far wall, onto which 
  chains can be attached. They are used for holding 
  prisoners of the masters of the Temple of the Rat 
  God, but at the moment they are empty. (The 
  game master could, of course, arrange to have an 
  NPC incarcerated herein for the player characters to 
  rescue.) 
  89. HALF-FINISHED ROOM. This room has finished stone 
  walls on the south, west, and east, but it is obvious 
  that the work is unfinished as it turns to living rock in 
  the northern end of the room. The floor is deeply 
  covered with rat droppings, but it is otherwise empty.  
  90. UNSTEADY CAVE. Small piles of stones, obviously from 
  small collapses of the walls and ceilings, are in 
  abundance in this cave. The cave is also home to a 
  rock reptile (8’ long, 30 h.p., size L) which will 
  immediately charge and attack intruders (surprise 3 
  in 6). There is a 5% chance per round that someone 
  is within this cave that there will be a minor cave-in 
  (see introduction to this level). Area A marks a 
  caved-in section that ultimately leads 
  to 
  a 
  completely collapsed tunnel. Anyone attempting to 
  excavate the rubble runs the risk of causing further 
  collapses.  
  91. CAVE MORAYS. The walls of this passage are home 
  to a colony of ten cave morays (20,22,23,24,24, 
  24,25,26,27,27 h.p.); five on either side of the 
  tunnel. They will strike once prey has moved into the 
  middle of the passage.  
   
  
   
   
  Level Nine: The Greater Caves 
  83 
  Level Nine: The Greater Caves 
   
  While the northeastern portion of this level consists of an 
  abortive attempt at beginning mining operations, the 
  vast majority of it is given up to an enormous cave that 
  spans this level and the next two lower ones. This cave 
  sports many different landings, ramps, cliffs, and shelves, 
  and the game master is highly encouraged to carefully 
  read this level along with the next two levels, to properly 
  see how the three levels and their inhabitants interact. 
  Side caves depending from the main cave are only 
  marked on the appropriate level maps (so those side 
  caves on level 9 are only seen on the level 9 map, those 
  twenty feet below are on the level 10 map, etc.).  
   
  This level has direct access to to Levels 8, 10, and 11.  
  There are four maps: northwest, northeast, southwest, 
  and southeast.  
   
  Table 9.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1-3 phase spiders 
  2 
  1 black pudding 
  3 
  Brown mold 
  4 
  Green slime 
  5 
  1-2 carrion crawlers 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cavern area, 
  otherwise re-roll) 
  10 
  Pick monster from Level 10: THE LESSER CAVERNS 
  11 
  Pick monster from Level 11: THE GREATER 
  CAVERNS 
  12 
  Dungeon Dressing (use table 9.2) 
   
  A minor cave-in represents the falling of rocks and stone 
  from either a ceiling over the player characters, or a wall 
  they happen to be traveling next to or near. Such a 
  cave-in will not cause any damage, but there is a 10% 
  chance that it will turn into a major cave-in. Such a 
  cave-in will cause everyone within a 30’ radius of the 
  epicenter (roll randomly to determine which player 
  character in the party is beside the epicenter) to make a 
  saving throw vs. paralyzation. Those who make their 
  saving throw will be able to dodge out of the way of the 
  falling stones. Those who fail will take 3-18 h.p. of 
  damage. There is a further 1% chance that a major 
  cave-in will actually collapse a tunnel (rendering it 
  impassable) or a portion of a cave. Gnomes may use 
  their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Table 9.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  A bent iron spike 
  2 
  A dagger with a broken blade 
  3 
  An empty potion bottle 
  4 
  A broken magical wand (no powers) 
  5 
  Chittering in the distance (which stops when the 
  party tries to listen intently) 
  6 
  Graffiti: Wastri hates Noniz! 
  7 
  Sound of wings flapping in the distance 
  8 
  Three empty and broken ceramic vials 
  9 
  A small crock of butter, still fresh 
  10 
  One left slipper of green felt 
  11 
  A large red “X” painted crudely on the floor 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  STAIRS UP. This staircase leads to Area #4 on Level 8: 
  THE LESSER CAVES. 
  2. 
  TRACKS. Embedded in the floor of these hallways are 
  steel tracks, approximately 2’ apart, mounted on 
  wooden ties. At certain intersections marked on the 
  map a sort of “lazy Susan” device has been 
  installed; this allows a mine car centered on the 
  circle to be turned (manually) so that the car is then 
  lined up with an intersecting track. In this way, a 
  mine car can make a 90 degree turn in-place. Mine 
  cars are found in some of the other rooms on this 
  level. The rails conduct sound; if one attempts to 
  listen (by placing an ear directly on the rail), there is 
  a 20% chance that some sort of pinging, banging, 
  etc. will be heard, consistent with someone either 
  walking on, accidentally hitting, etc. the rails at 
  some point in the system.  
  3. 
  ELEVATOR SHAFT. There is a 50% chance that the 
  elevator platform will be on this level; otherwise it will 
  be at Area #1A on Level 10: THE LESSER CAVERNS. If 
  the elevator is here, all that will be seen is that the 
  floor is of wood and there is a small monkey dressed 
  in a red suit with a tiny red pillbox hat with gold braid. 
  He is seated on a tall stool and holds a small tin cup. 
  The monkey controls the elevator by means of a 
  brass lever; put a coin (of any type) in the cup and 
  he will send the elevator up or down, as appropriate. 
  If the elevator is on the other level, all that will be 
  seen is a shaft that goes down 20’ or so to Level 10. 
  On the right wall outside the elevator shaft is a large 
  red button; pressing it will cause a loud bell to ring 
  and, if the elevator platform is not already here, it will 
  rise to this level with a great clattering of machinery 
  and attendant noise (roll for random encounters). 
  Killing the monkey will net zero x.p., and the player 
  characters will then have to use the lever 
  themselves. The first person to do so must make a 
  saving throw vs. magic; if they fail, they will be 
  permanently polymorphed into a small monkey and 
  will be geased to operate the elevator as did their 
  predecessor.  
  
  Castle of the Mad Archmage 
   
   
   
  84 
   
  4. 
  CART ROOM. Two mine carts are here, on their sides 
  and off the track. This room is also home to a pair of 
  giant dung beetles (17,19 h.p.; see APPENDIX III: 
  New Monsters for details). In one of the overturned 
  carts is a small pouch containing 6 gems.  
  5. 
  DAMP CAVE. The walls and floor of this cave appear 
  somewhat damp. In reality they are covered with a 
  large patch of black mold (see APPENDIX III: New 
  Monsters for details). Location A is a steeply sloping 
  passage that leads to Area #38 on Level 10: THE 
  LESSER CAVERNS.  
  6. 
  TOOL ROOM. There are several racks of mining tools 
  here; shovels, picks, etc. A table holds stacks of 
  helmets (of various sizes) and small lamps to mount 
  on them. Area A is a staircase that leads to Area #5 
  on Level 8: THE LESSER CAVES.  
  7. 
  SINKHOLE. In the middle of this room is a large hole 
  leading down to Area #3 on Level 10: THE LESSER 
  CAVERNS.  
  8. 
  BEETLES. There are a pair of giant longhorn beetles 
  here (30,31 h.p.; see APPENDIX III: New Monsters for 
  details).  
  9. 
  COLLAPSED PASSAGE. This passage of living rock is 
  completely blocked by a collapse of the ceiling and 
  walls. Anyone attempting to excavate the rubble 
  runs the risk of causing further collapses (see the 
  random encounters table for this level).  
  10. NATURAL CAVE. It is apparent that when the finished 
  tunnel was first created, it broke into some sort of 
  natural cave, and then just kept on going. The walls 
  of this cave are lined with a dark orange powder; 
  this is sulfur, and could conceivably be scraped off 
  the walls if desired.  
  11. CART CHAMBER. There are four mine carts here; two 
  on the tracks (one on the east-west track, the other 
  on the north-south track) and two off to the side. The 
  carts themselves are approximately 3’ wide, 4’ long, 
  and 3’ high. All will roll easily on the tracks if pushed.  
  12. COLLAPSED TUNNEL. This mining tunnel is completely 
  blocked by a collapse of the ceiling and walls. The 
  rail tracks disappear under the rubble, obviously 
  continuing down the tunnel. Anyone attempting to 
  excavate the rubble runs the risk of causing further 
  collapses (see the random encounters table for this 
  level).  
  13. STAIRS UP. This staircase leads up to Area #6 on Level 
  8: THE LESSER CAVES.  
  14. END OF THE LINE. The mine cart tracks end here. The 
  western portion of this room seems to be choked 
  with cobwebs, but they are in fact the webs of a 
  group of phase spiders (26,27,28,28 h.p.) which 
  have taken up residence in this room; the webs 
  extend some 15’ into the corridor to the west. In the 
  thickest part of the webbing is a large iron box 
  containing 3,000 g.p. In addition, a leather sack 
  contains a scroll with the following magic-user spells; 
  globe of invulnerability, legend lore, and part water. 
  The scroll will be quite destroyed if the webs are 
  burned. 
  15. SECRET NUTCRACKER ROOM. This room contains nine 
  nutcrackers (the kind that are shaped like wooden 
  dolls with movable jaws) on pedestals, in various 
  sizes and various styles of decoration. A pair of large 
  bronze doors is in the middle of the south wall of the 
  room; anyone attempting to force it open will fail 
  automatically and take 2d6 h.p. of electrical 
  damage. Once the room is entered, the nine 
  nutcrackers will all say (in unison); “Ho and hi, hi and 
  ho, our three riddles must you solve, if through the 
  doors you’d like to go.” Then the first, decorated as a 
  soldier, speaks: “Why do white sheep eat more grass 
  than black ones?” If the correct answer is given 
  (“Because there are more white sheep than black 
  sheep”), the second will ask its riddle. The second, 
  decorated as a bard, asks: “Why does a miller wear 
  a white cap?” If the answer is given (“to cover his 
  head”), the third will speak. Decorated as a wood 
  elf, it asks “What has more feathers than a goose?” If 
  the right answer is given (“two geese”), the 
  nutcrackers will each click their “jaws” three times 
  and the doors to Area #16 will slowly open. 
  16. HERR DROSSELMEIER’S STUDY. The bronze doors open 
  up to a very cozy study; there is a fireplace with a 
  blazing fire, thick rugs on the floor, and shelves 
  cluttered with bric-a-brac. Behind a large wooden 
  desk, similarly cozily cluttered, sits Herr Drosselmeier; 
  an ancient gnome with large white muttonchops, 
  thoughtfully puffing on a meerschaum pipe. He 
  beckons the player characters closer, and says, “Let 
  me tell you a tale…” If the PCs do not immediately 
  flee, they will all fall into a deep sleep, with no saving 
  throw (elves and others who are otherwise naturally 
  resistant to sleep magic are also affected). When 
  they awake, they will find themselves in a Christmas 
  Fantasyland where they will have to fight the Mouse 
  King and his army, and eventually travel through the 
  land of the Snow Queen and Candyland, in order to 
  return to their home plane of existence. [DESIGNER’S 
  NOTE: This enchanted demi-plane will eventually be 
  fully designed and released as a stand-alone 
  product based on The Nutcracker and the Mouse 
  King, the story by E.T.A. Hoffman that was the basis 
  for the famous ballet, The Nutcracker.]  
  17. LEDGE. This ledge affords a view to both Area #23 
  and #40, and a natural ramp of stone slopes 20’ or 
  so down to Area #23. Naturally, anyone spending 
  any time at all here will attract the notice of the 
  other inhabitants of this end of the cavern (see Areas 
  #20 and #22 and those areas noted above), 
  making a stealthy approach difficult if proper steps 
  are not taken. Any noise here has a 50% chance of 
  alerting the beasts in Area #18, who will come out to 
  defend their territory.  
  18. GOAT COUNTRY. A herd of 12 giant goats dwells here 
  (13,13,15,16,17,18,20 h.p.; the rest are non-
  combatant young at 65% maturity).  
  19. MANTICORES. Four manticores lair here (27,30,31,32 
  h.p.) and will often go flying about in the great 
  cavern looking for prey, as they tire easily of their 
  usual diet of mushrooms and insects. They have 
  amassed 4,000 e.p., 3,000 g.p., and a sword +4, 
  defender, all of which are kept in an enormous iron 
  chest in the lair. It is not locked. 
  
   
   
  Level Nine: The Greater Caves 
  85 
  20. LARGE LEDGE. This large natural ledge affords an 
  excellent view of the vast cavern below (see Area 
  #40). A large natural ramp gives access to Area 
  #23 20’ below. Far above, the ceiling is studded 
  with both stalactites and piercers; it is fairly inevitable 
  that characters walking around the forest will pass 
  underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and 
  one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer 
  attack. If the party splits up, roll separately for each 
  group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first 
  attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the 
  side caves will protect the characters fully from such 
  attacks from above.  
   
  At random spots, careful inspection will reveal a 
  series of eight glyphs carved into the stone floor. The 
  meaning of the eight glyphs will not be immediately 
  apparent to an observer. A read magic spell will 
  allow understanding, but will require a full round of 
  study per glyph (a comprehend languages spell, or 
  other means to translate mundane speech or 
  writing, will not have any effect). If a glyph is traced 
  (with a finger, stick, dagger point, etc.), it will glow 
  blue for one round and then fade to normal (they 
  do radiate magic if detected for). The glyphs have 
  the following meanings (and effects, if traced as 
  described above, but the read magic spell will not 
  give any information on the effects, only on the 
  meaning): 
   
   1) “Ocean”. The person tracing the glyph will be 
   instantly  teleported to the  middle of a large 
   ocean, 6’ above the surface, and miles away  from 
  any land. They will instantly drop into the sea.  
   2) “Night Sky”. The person tracing this glyph will 
   develop an aversion to the sun, and will  be 
   affected by sunlight as if he or she were a dark 
   elf. 
   3) “Volcano”. The person tracing this glyph will be 
   able to trigger a violent battle-lust within himself 
   once in the next 13-24 hours. When triggered, it 
   will last 6-15 rounds (1d10+5) and will grant a +2 
   “to hit” and damage in melee, and allow the 
   character to remain conscious and fighting with up 
   to -8 h.p. (healing of some type will still be needed 
   to bring the  character  back to normal, once the 
   effect wears off).  
   4) “Time”. The person tracing the glyph will be able 
   to “turn back the clock” up to 2 minutes once in 
   the next 13-24 hours. This can be done to re-do 
   2 rounds of combat, undo bad choices, etc. Only 
   the character who turns back the clock will 
   remember “what would have happened”. 
   5) “Sword”. The person tracing the glyph will get a 
   +1 “to hit” bonus when using any type of sword 
   for 13-24 hours. 
   6) “Escape”. The person tracing the glyph may 
   teleport (as per the spell, as if cast by a 20th  
   level magic-user) once in the next 13-24 hours.  
   7) “Demon”. A type IV demon will appear and 
   attack the person who traced the glyph.  
   8) “Chicken”. The person who traces the glyph will 
   be overcome with fear whenever they are 
   attacked (as per the reverse of the cleric spell 
   remove fear, lasting for 1d6 rounds). This is 
   permanent until a remove curse spell is cast 
   upon the individual.  
   
  Those who receive timed bonuses will know the 
  power or ability they have received, and that it will 
  expire, but not when the expiration will come. Each 
  individual glyph can only be activated once by any 
  given character.  
  21. STEEP SLOPE UP. This natural tunnel slopes up at a 
  steep angle, leading to Area #34 on Level 8: THE 
  LESSER CAVES.  
  22. SLIME CAVE. The ceiling of this cave is covered in a 
  large growth of scarlet slime (see APPENDIX III: New 
  Monsters for details).  
  23. PLATEAU. 
  This 
  naturally-occurring 
  shelf 
  in 
  the 
  enormous cave is detailed on Area #47 on Level 
  10: THE LESSER CAVERNS.  
  24. LEDGE. This natural ledge gives a panoramic view of 
  the entire vast cavern; an enormous cavern, dimly lit 
  by something softly glowing across most of its floor, 
  with various ledges and caves spotted all along its 
  sheer walls. Various creatures can be seen moving 
  along its floor, its walls, and flying through the air, but 
  their exact nature is difficult to see in the dim 
  illumination. For every round spent on the western 
  half of this ledge, there is a 25% chance that a 
  group of 1-10 giant bees from Areas #29-39 will 
  emerge (or return from a flight in the cave) and 
  attack anyone near the entrance to the hive.  
  25. SLOPING PASSAGE. This natural tunnel slopes up at a 
  steep angle (certainly enough to be noticed by 
  anyone, not just dwarves, etc.). It leads to Area #65 
  on Level 8: THE LESSER CAVES.  
  26. WATERFALL. There is a stream of water cascading 
  down from a hole in the ceiling (originating at Area 
  #59B on Level 8: THE LESSER CAVES). The water 
  creates a steady wall of mist and steam that cannot 
  be seen through. If investigated, however, 40’ up 
  from the floor of the cave there is a tunnel, slick with 
  moss and moisture. Ordinary means of scaling the 
  wall (thiefly climb walls ability, etc.) will not work due 
  to the constant flow of the water and the slickness it 
  creates on the walls behind the waterfall. Magical 
  flight, levitation, etc. will, however, function normally. 
  27. MARGOYLES. A flight of 6 margoyles (26,28,28, 
  32,33,35 h.p.) lairs here, quite unaware of the secret 
  door and what lies beyond. They sometimes can be 
  found flying about the huge cave in search of prey. 
  If intruders come here, the margoyles will be 
  secreted about the walls of the tunnel, and will 
  attack with surprise if possible (80% chance). In a 
  concealed opening under a stone on the floor is 
  their store of loot; an undifferentiated pile of 2,000 
  s.p., 3,000 e.p., and a helm of teleportation. Note 
  that anyone searching for secret doors in this area 
  
  Castle of the Mad Archmage 
   
   
   
  86 
   
  will find that hidden cache first (if they find anything 
  at all); they must explicitly search after that has been 
  found, in order to find the secret door leading to 
  Area #28.  
  28. LOST TEMPLE. This well-hidden shrine is dedicated to 
  the gentle goddess of love and beauty. It is lit by 
  continual light spells, but in a warm and welcoming 
  slightly orange hue. The rough-hewn portions of the 
  temple are of a pinkish stone with striations of white 
  running in an uneven candy-stripe pattern. Anyone 
  standing in this area for more than 3 rounds will 
  begin to feel a sense of great ease and comfort, a 
  sense of serenity and safety that has a side effect of 
  making one less alert to danger; such characters will 
  be surprised on a 4 in 6 chance.  
   
  The finished portion of the room to the east is 
  covered in rose marble, with golden inlays in 
  patterns of roses and cherubs. It is possible to pry the 
  gold from the walls, and 50 g.p. worth of metal can 
  be obtained for every round spent doing so, up to a 
  total of 5,000 g.p. Doing so will, however, invoke the 
  curse of the goddess; anyone engaged in such 
  activity (or observing it and not stopping it) will find 
  their charisma score cut in half (round down) and 
  they will never fall in love or have someone else fall 
  in love with them. Those who are already married or 
  otherwise partnered will find their spouse to be 
  unfaithful, and eventually be left alone. Only an 
  atonement spell, followed by a remove curse, cast 
  by a cleric of the goddess of at least 12th level, will 
  remove the curse. The gold (or its equivalent in 
  money) must be returned, of course.  
   
  Those who are in the finished portion of the room for 
  more than 3 rounds will be overcome by an intense 
  feeling of belonging, of comfort, of being in the 
  presence of one’s true love. If a pair of lovers are in 
  this portion of the chamber, each must make a 
  check vs. wisdom or be compelled to ask the other 
  to marry them. Such marriages are blessed by the 
  goddess, and the couple will not only enjoy a 
  particularly close and loving relationship together, 
  but each will receive a 5% bonus to all experience 
  points gained as long as they are earned while in 
  each others’ presence.  
   
  Location A is a raised platform with an altar of pure 
  white marble, undecorated except for the single 
  large symbol of the goddess; a rose superimposed 
  over a heart. On the altar there is a bell, an incense 
  burner with resin incense in it, and a chalice, all of 
  silver (worth 500 g.p., and subject to the same curse 
  as the gold inlays, above). If the incense is lit, the 
  altar will begin to emit a pale pink glow. If the 
  chalice is filled with wine and placed on the altar, 
  and the bell rung while the altar is glowing, the wine 
  will be transformed into a philter of love, but one 
  which will have a duration of 1d4+4 days, rather 
  than turns. The incense will last for approximately 1 
  hour, after which time the altar will cease to glow 
  and any wine left in the chalice (or removed and 
  put in a potion bottle, etc.) will return to its normal 
  state. The incense burner can be refilled with any 
  block of incense (costing 5 g.p. each) other than 
  that specifically dedicated to some other deity (note 
  that stick incense will not work). Any act of violence 
  committed while the altar is glowing will result in an 
  arc of lightning striking the perpetrator for 7d8 h.p. of 
  electrical damage.  
  29. BEE HIVE. Note that all the walls of Areas #29 - 31, 
  and #34-39, are covered with a natural resin 
  secreted by the bees. In addition, most of the large 
  caves are further covered with honeycomb along 
  their walls. Twenty or so worker bees will be in this 
  chamber at any given time (13 h.p. each); the 
  chamber itself is covered with hexagonal waxen 
  honeycombs which the workers will be busily filling 
  with honey. They will attack if intruded upon, and the 
  rest of the hive alerted.  
  30. COLLAPSED TUNNEL. The natural cave tunnel is 
  impassably choked with rubble. Anyone attempting 
  to excavate the rubble runs the risk of causing further 
  collapses (see the random encounters table for this 
  level). 
  31. LANDING CHAMBER. Twenty worker bees will be in this 
  chamber at any given time (13 h.p. each) coming 
  and going; the chamber itself is covered with 
  hexagonal waxen honeycombs which the workers 
  will be busily filling with honey. They will attack if 
  intruded upon, and the rest of the hive alerted. 
  32. LEDGE. Anyone on this natural rock outcropping is 
  25% likely to encounter a flight of 1-10 giant 
  honeybees, per round spent on the ledge. They may 
  be coming or going (50% chance of either), but will 
  attack to defend against a perceived threat to the 
  hive.  
  33. SHELF. This natural shelf along the walls of the cave is 
  detailed on Area #53 on Level 10: THE LESSER 
  CAVERNS.  
  34. HONEY ROOM. Twenty or so worker bees will be in this 
  chamber at any given time (13 h.p. each); the 
  chamber itself is covered with hexagonal waxen 
  honeycombs which the workers will be busily filling 
  with honey. They will attack if intruded upon, and the 
  rest of the hive alerted. Five servings of bee bread 
  will be here as well.  
  35. HONEY ROOM. Two warrior bees (22,23 h.p.) and 
  twenty worker bees will be in this chamber at any 
  given time (13 h.p. each); the chamber itself is 
  covered with hexagonal waxen honeycombs which 
  the workers will be busily filling with honey. They will 
  attack if intruded upon, and the rest of the hive 
  alerted. Ten servings of bee bread are in this room 
  as well.  
  36. EGG CHAMBER. The walls of this cave are covered 
  with waxen chambers, many of which contain 
  larvae in various stages of development. Three 
  warrior bees are here at any given time (20,20,21 
  h.p.), as well as 20 worker bees (13 h.p. each). 
  Twenty servings of bee bread may be found here as 
  well.  
  37. QUEEN’S CHAMBER. The queen bee-- an enormous, 
  swollen thing, rests here, attended by 5 drones 
  
   
   
  Level Nine: The Greater Caves 
  87 
  (none of which have any combat ability). Two 
  warriors will be here as well (22,22 h.p.). There are 
  four waxen honeycombs here which contain royal 
  jelly, in addition to the regular honeycomb 
  surrounding the walls which contains honey.  
  38. HONEY ROOM. Twenty worker bees will be in this 
  chamber at any given time (13 h.p. each) as well as 
  three warriors (22,22,24 h.p.); the chamber itself is 
  covered with hexagonal waxen honeycombs which 
  the workers will be busily filling with honey. They will 
  attack if intruded upon, and the rest of the hive 
  alerted. There are six servings of bee bread to be 
  found here.  
  39. HONEY ROOM. Twenty worker bees will be in this 
  chamber at any given time (13 h.p. each); the 
  chamber itself is covered with hexagonal waxen 
  honeycombs which the workers will be busily filling 
  with honey. They will attack if intruded upon, and the 
  rest of the hive alerted. This room contains four 
  servings of bee bread.  
  40. CAVERN FLOOR. The bottom of this enormous cave 
  is detailed as Area #66 on Level 11: THE GREATER 
  CAVERNS. Depending on the vantage point, those 
  gazing upon its majestic view could see a lake at 
  the base of the waterfall (Area #26), a small river 
  leading away from it, and everywhere a bewildering 
  array of fungus and mushrooms of all shapes, sizes, 
  and colors both natural and unnatural. Ledges and 
  shelves stud the walls at irregular intervals, and dim 
  cave mouths can be seen to disappear into the 
  walls. 
  The 
  whole 
  is 
  suffused 
  with 
  a 
  dim 
  phosphorescence that allows the whole of the 
  scene to be taken in, but which is far too dim to 
  allow any sort of detail to be made out.  
  41. LEDGE. This natural ledge along the walls of the cave 
  is detailed at Area #62 on Level 10: THE LESSER 
  CAVERNS.  
  42. SHELF. This large natural shelf overlooks the large 
  cavern. There is a 50% chance that one of the hill 
  giants from Area #44 is here, acting as lookout. 
  There is a large collection of boulders here of 
  perfect size for hurling at explorers in the forest 
  below.  
  43. HILL GIANT OUTER CAVE. One of the hill giants from 
  Area #44 will be here at any given time. If attacked, 
  he will call for his fellows and attempt to retreat 
  deeper into the cave.  
  44. HILL GIANTS. Four of the large brutes dwell here 
  (34,37,37,40 h.p.), although one or more of them 
  may be in Areas #42 and #43. They have a 
  massive wooden chest filled with 6,000 g.p. and 
  potions of water breathing and white dragon control. 
  45. WATCH BUGS. Three giant rain beetles (20,22,24 h.p.; 
  see Appendix III: New Monsters for details) will be 
  found here. The hill giants in Areas #42-44 tolerate 
  them as “watch bugs”.  
  46. CAVE FISHER LAIR. A pair of cave fishers (15,16 h.p.) 
  dwell here, patiently leaving their adhesive filaments 
  dangling over the ramp leading up to Area #47. 
  Anything attempting to go up the ramp will be 
  attacked and then drawn up onto the ledge where 
  the beasts can dismember and devour their prey.  
  47. LARGE SHELF. This large natural shelf along the walls 
  of the cave is detailed at Area #78 on Level 10: THE 
  LESSER CAVERNS.  
  48. LARGE LEDGE. Far above, the ceiling is studded with 
  both stalactites and piercers; it is fairly inevitable that 
  characters walking around the forest will pass 
  underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and 
  one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer 
  attack. If the party splits up, roll separately for each 
  group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first 
  attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the 
  side caves will protect the characters fully from such 
  attacks from above. There is a 30% chance that 
  2d4 giant worker ants from Area #50 will be on the 
  ledge at any given time, coming and/or going to 
  the fungus forest at the bottom of the cavern floor.  
  49. COLLAPSED TUNNEL. The natural cave tunnel is 
  impassably choked with rubble. Anyone attempting 
  to excavate the rubble runs the risk of causing further 
  collapses (see the random encounters table for this 
  level). 
  50. ANTS. This cave is part of the larger nest of giant ants 
  which is continued on Level 10: THE LESSER CAVERNS. 
  Twenty worker ants (8 h.p. each) and ten warriors 
  (12,13,13,14,15,15,16,17,18,18 h.p.) will be here at 
  any given time.  
  51. QUEEN’S CHAMBER. See Area #61 on Level 10: THE 
  LESSER CAVERNS for complete details. Ten of the 
  workers and three of the warriors will be on the upper 
  ledge at any given time; the remainder (as well as 
  the queen) will be on the floor of the cave (Area A).  
  52. VEGEPYGMIES (Areas #52-58). There will be eight of 
  the plant-men in this cave (1 HD; 4,4,4,5,5,5 h.p.; 2 
  HD: 11 h.p.; 3 HD 14 h.p.), armed with spears.  
  53. MAIN CHAMBER. A full dozen vegepygmies are in this 
  cave (1 HD; 5,5,6,6,6,7,7,8 h.p.; 2 HD; 12,12 h.p.; 3 
  HD 16 h.p.; 4 HD 20 h.p.). The 1 HD plant-men are 
  armed with spears, the larger ones are armed with 
  javelins and stone axes. They have amassed a small 
  trove of 4,000 s.p. which they keep in a large 
  wooden chest. The chest is not locked, however, 
  and is quite old and weak. Attempting to move it will 
  have an 80% chance of causing it to fall apart.  
  54. THORNIE KENNEL. This is where the vegepygmies 
  keep their four dog-like thornies (24,24,26,28 h.p.), 
  which are trained to protect the band and will 
  respond to any of the plant-men’s commands.  
  55. STEEP SLOPE. This passage slopes down at a steep 
  angle (obvious to anyone). However, it is more than 
  a mere ramp; anyone traveling down the tunnel will 
  in actuality be teleported to Area #11 on Level 10: 
  THE LESSER CAVERNS. It will appear as if the tunnel 
  dead-ends, but when the party returns up the 
  corridor, their surroundings will be most different.   
  56. There are six vegepygmies in this cave (1 HD; 
  4,4,5,5,6 h.p.; 2 HD; 8 h.p.). They are armed with 
  spears. 
  
  Castle of the Mad Archmage 
   
   
   
  88 
   
  57. OBSERVATION POST. The three vegepygmies in this 
  cave (2 HD; 10,10,10 h.p.) take turns looking out 
  over the fungus forest via the opening to the 
  southwest. They keep a watch for large and obvious 
  threats, and are 50% likely to see anyone moving up 
  the ramp to the ledge at Area #48, allowing them 
  to warn the rest of the tribe, which will attempt to set 
  up an ambush for invaders. They are armed with 
  three javelins each and hand axes.  
  58. GUARD POST. Eight vegepygmies will be on guard at 
  this point (1 HD; 5,5,6,6 h.p.; 2 HD; 11,11,12 h.p.; 3 
  HD; 16 h.p.), making sure nothing approaches the 
  tribe from the rest of the caves. They are armed with 
  spears, and the 2 and 3 HD ones are also armed 
  with 2 javelins each.  
  59. LEDGE. This very large natural ledge is detailed at 
  Area #74 on Level 10: THE LESSER CAVERNS.  
  60. NATURAL BRIDGE. This natural stone bridge arcs 
  gracefully, almost ephemerally, from Area #61 on 
  this level to the ledge on Level 10: THE LESSER 
  CAVERNS (marked as Area #59 on the Level 9 map).  
  61. HUGE LEDGE. Far above, the ceiling is studded with 
  both stalactites and piercers; it is fairly inevitable that 
  characters walking around the forest will pass 
  underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and 
  one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer 
  attack. If the party splits up, roll separately for each 
  group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first 
  attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the 
  side caves will protect the characters fully from such 
  attacks from above.  
  62. CHIMERAE. A pride of four chimerae (36,40,42,44 
  h.p.) dwells here.  
  63. CACHE. A large pile of thirty large sacks is here, 
  along with a number of unidentifiable rotting 
  carcasses. Each of the sacks contains 200 g.p., for 
  a total of 6,000.  
  64. PYROHYDRA. This cave is the home of an enormous 
  8-headed pyrohydra (8 h.p. per head). There is a 
  vast pile of 4,000 c.p., 2,000 g.p., and a long sword 
  +3 (intelligent; can also detect elevator/shifting 
  rooms/walls in 1” radius and detect gems, kind and 
  number in a ½” radius, align. LG, has empathy with 
  its owner) in the middle of the cave upon which the 
  pyrohydra makes its bed.  
  65. SPEAR TRAP. Cunningly worked into the walls of the 
  tunnel at this point is a spear trap. When a trip-line is 
  set off, three spears will launch themselves at 
  anyone in this section of the tunnel. Roll randomly to 
  see who is attacked; each spear attacks as if it were 
  a 9th level fighter. Each does 1d6 h.p. of damage 
  and is tipped with poison. Anyone hit must save vs. 
  poison or take an additional 20 h.p. of damage.  
  66. ALCOVE. At the end of the natural tunnel is a single 
  smooth square of worked stone, 3’ X 3’. It is otherwise 
  unremarkable.  
   
  
   
   
  Level Ten: The Lesser Caverns 
  89 
  Level Ten: The Lesser Caverns 
   
  This level of the dungeons is almost completely given up 
  to natural caves and tunnels. Much of the level is taken 
  up by the enormous cavern that houses the fungus 
  cavern on Level 11: THE GREATER CAVERNS, but only the 
  side-caves that are on level 10 are marked on this map 
  (i.e., the side-caves 20’ above are listed on Level 9, and 
  the ones at the floor of the cavern 20’ below are 
  describe on level 11). At the heart of this level, however, 
  is a very powerful complex of magical nature; a 
  transporter nexus that allows passage to a multitude of 
  different planes and other destinations in the multiverse. It 
  is most jealously guarded by a powerful wizard and his 
  minions. A colony of giant ants controls most of the 
  southwestern corner of the level, but it is otherwise not 
  actively controlled by any large group. 
   
  This level has direct access to Levels 9 and 11.  There are 
  four 
  maps: 
  northwest, 
  northeast, 
  southwest, 
  and 
  southeast.  
   
  Table 10.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  2d4 huge spiders 
  2 
  1 ochre jelly 
  3 
  1d4 galltrits 
  4 
  6d4 mites will set ambush 
  5 
  2d8 giant aphids (see APPENDIX III: New 
  Monsters for details) 
  6 
  Pick monster from nearby room 
  7 
  Pick monster from nearby room 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cavern area, 
  otherwise re-roll) 
  10 
  Pick monster from Level 9: THE GREATER CAVES 
  11 
  Pick monster from Level 11: THE GREATER 
  CAVERNS 
  12 
  Dungeon Dressing (use table 10.2) 
   
  A minor cave-in represents the falling of rocks and stone 
  from either a ceiling over the player characters, or a wall 
  they happen to be traveling next to or near. Such a 
  cave-in will not cause any damage, but there is a 10% 
  chance that it will turn into a major cave-in. Such a 
  cave-in will cause everyone within a 30’ radius of the 
  epicenter (roll randomly to determine which player 
  character in the party is beside the epicenter) to make a 
  saving throw vs. paralyzation. Those who make their 
  saving throw will be able to dodge out of the way of the 
  falling stones. Those who fail will take 3-18 h.p. of 
  damage. There is a further 1% chance that a major 
  cave-in will actually collapse a tunnel (rendering it 
  impassable) or a portion of a cave. Gnomes may use 
  their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Table 10.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Strong gust of wind (will put out candles) 
  2 
  12” length of rusty chain 
  3 
  Chiming sound off in the distance, like a clock 
  4 
  Broken pottery 
  5 
  Bent and rusty dagger 
  6 
  Iron spike with loop hammered into wall 
  7 
  Small gout of steam coming from crack in the 
  wall 
  8 
  Scorch marks in 9’ radius 
  9 
  1 c.p. 
  10 
  Small pile of stones 
  11 
  Torn large sack 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  ELEVATOR BOTTOM. This is the bottom of the elevator 
  shaft at Area #3 on Level 9: THE GREATER CAVES. 
  There is a 50% chance that the elevator car will be 
  on this level (see the entry on Level 9 for details). The 
  elevator shaft itself is at location A; the rest of the 
  room has a few score feet of the same sort of rail 
  track seen on Level 9, which then ends abruptly. 
  Note that any time the elevator descends to this 
  level, the noise will alert all the creatures in the 
  nearby caves.  
  2. 
  SCORPION. A giant scorpion (30 h.p.) dwells here.  
  3. 
  CROSSROADS. Two tunnels intersect here at near-
  right angles to one another. Those going down the 
  pit in Area #7 on Level 9: THE GREATER CAVES will 
  find themselves here.  
  4. 
  ORANGE DUST. The walls of this cave are covered 
  with patches of orange powder. Other than being 
  mildly magnetic, there is nothing special about it, 
  but if anyone attempts to use the teleporter nexus in 
  Area #85 while carrying any of the dust, it will cause 
  an opposite-aligned duplicate to follow 1 turn later, 
  similar to the effect of a mirror of opposition.  
  5. 
  COLLAPSED TUNNEL. The natural cave tunnel is 
  impassably choked with rubble. Anyone attempting 
  to excavate the rubble runs the risk of causing further 
  collapses (see the random encounters table for this 
  level). 
  6. 
  EERIE CAVE. Anyone entering this long cave whose 
  walls are bound in broad stripes of salmon pink and 
  orange, will experience a sense of distinct unease. 
  As soon as the center of the room is reached, the six 
  secret doors will open and from each of rooms A-F 
  will 
  emerge 
  a 
  pair 
  of 
  gargoyles 
  (13,13,15, 
  15,15,15,17,17,18,18,20,20 h.p.). In Area E there is a 
  hidden 
  compartment 
  with 
  a 
  locked 
  chest 
  containing 3,000 s.p. 
  7. 
  STATUE. In the center of this cave stands a large (9 
  ½’ tall) stone statue of a craggy-faced human with 
  a sunburst-type crown on his head. This is, in fact, a 
  stone golem (60 h.p.) which will only come to life 
  and attack intruders if a spell (of any type) is cast 
  
  Castle of the Mad Archmage 
   
   
   
  90 
   
  within the cave. Otherwise it will remain as an 
  ordinary statue.  
  8. 
  EMPTY CAVE. A number of broken bottles of various 
  colors are strewn about the floor. It is otherwise 
  empty.  
  9. 
  BEETLES. A trio of rain beetles (20,21,21 h.p.; see 
  APPENDIX III: New Monsters for details) dwells here. 
  There is also an elf skeleton here with a belt pouch 
  containing 7 gems. The skeleton also wears a ring of 
  protection +1. 
  10. SPARKLY. The walls of this cave are studded with a 
  myriad of tiny crystals. Any light source stronger than 
  a torch (continual light, for example) will produce a 
  dazzling display that has the effect of stunning any 
  creature with less than 6 hit dice for 3-12 rounds.  
  11. TELEPORT LANDING. Those individuals entering Area 
  #55 on Level 9: THE GREATER CAVES will find 
  themselves teleported to the end of the curved 
  corridor, a seeming dead-end. When they make 
  their way back up, it will be apparent that they are 
  not where they once were. It is a one-way effect. 
  12. COMPASS. Carved into the center of the floor of this 
  cavern is an ornate compass 7’ in diameter, 
  showing the cardinal directions (each carved as a 
  face representing its archetypical symbol; a blowing 
  wind for the north, a shining sun for the south, a 
  grinning wave for west, and a grim-faced stone for 
  east). Various points are also marked with strange 
  runes and glyphs, not always matching the obvious 
  center-points between the cardinal directions or their 
  standard multiples. The whole radiates magic, and 
  any magic item dealing with direction (such as a 
  wand of secret door and trap detection, arrow of 
  direction, etc.) placed within for an entire round will 
  either be recharged by 50% or function at 200% of 
  normal for the next 24 hours, as applicable. If a 
  locate object spell is cast within the compass, it too 
  will function at 200% range and duration. 
  13. LADYBUGS. Four lady beetles (8,9,11,14 h.p.; see 
  APPENDIX III: New Monsters for details) lair here.  
  14. BROAD LEDGE. This large natural ledge overlooks the 
  cavern in Area #18. It is also the home of a trio of 
  giant solifugids (32,33,35 h.p.).  
  15. LEDGE. This natural ledge overlooks the cavern, with 
  a 20’ drop to the floor beneath.  
  16. LEDGE. This natural ledge overlooks the cavern, with 
  a 20’ drop to the floor beneath. If anyone gets within 
  5’ of the edge, there is a 20% chance that the 
  ledge will give way, spilling any near the edge on 
  the floor of the cavern, and causing 3d6 h.p. of 
  falling damage.  
  17. LEDGE. This natural ledge overlooks the cavern, with 
  a 20’ drop to the floor beneath.  
  18. LARGE CAVERN. This large cavern is detailed as Area 
  #17 on Level 11: THE GREATER CAVERNS. Those 
  looking out over the floor of the cavern will note that 
  it is flat, but strewn with boulders. 
  19. HORNET. A giant hornet (25 h.p.) has taken up 
  residence here. The floor is strewn with the broken 
  pieces of various sorts of insects.  
  20. SHRIEKERS. Three of the noisome fungi are here 
  (14,14,16 h.p.), as well as one violet fungus (15 
  h.p.). The shriekers will surely alert the inhabitant of 
  Area #21 if they sound off.  
  21. NORTHERN GUARDIAN. The double doors to the south 
  are of beaten brass (on this side) and sport four very 
  conspicuous keyholes. Orbem Stark, a vampire, will 
  be found here (40 h.p.), accompanied by his two 
  ghast slaves (18,18 h.p.). Stark has one of the keys to 
  the large set of double doors on a chain around his 
  neck; all four are required to open any of them. In 
  addition, he has a ring with three keys that, if used, 
  disable the traps on the chests in Area #22. If he has 
  been alerted to trouble (either by the shriekers in 
  Area #20 or by the wizard in Area #85) he will 
  attempt to use his charm ability to take out any 
  spell-casters among the intruders first. He is 
  absolutely not above using the ghasts as cover while 
  he takes gaseous form and escapes; either through 
  the passage to the north or through one of the 
  keyholes into Area #85.  
  22. SECRET CHAMBER. It is here that the vampire Orbem 
  Stark has his sanctum. Several coffins lay on the 
  ground with a scattering of soil in each; these are his 
  resting places, which are used only very infrequently. 
  In addition, there are three large locked chests (the 
  keys are held by the vampire himself). The first has a 
  poison dart trap; anyone standing directly in front of 
  the chest when it is opened will be attacked by a trio 
  of darts (which attack as if they were 9 HD creatures) 
  coated with poison. If struck, victims not only take 
  damage from the dart itself, but must make a 
  saving throw vs. poison. If the throw fails, the victim 
  takes an additional 11-16 h.p. of damage per dart. 
  The chest itself contains 4,000 g.p. The second chest 
  is protected by a poison gas trap; anyone in a 10’ 
  radius of the chest when it is opened must make a 
  saving throw vs. poison or lose 1-8 points of strength 
  for 2-12 hours. If strength is brought below 3, the 
  character is incapable of movement due to his 
  weakened state. The chest contains 1,500 p.p., a 
  periapt of health, and a scroll with the clerical spells 
  cure critical wounds and find the path. The third 
  chest will release an insect plague (as per the spell, 
  duration 14 turns) unless the trap mechanism is 
  disabled. It contains 7,000 e.p. and a pouch with 10 
  gems. 
  23. SCORPIONS. There are a number of monstrous 
  scorpions in this room; two giant (26,27 h.p.), three 
  huge (21,22,23 h.p.), and four large (11,12,12,13 
  h.p.). 
  24. MARIONETTES. This narrow cave has a sandy floor. In 
  the northern end is a large wooden box. Within are 
  five marionettes; a soldier, a dancer, a clown, a 
  hobo, and a minstrel (with bagpipes). They have 
  eyelets for strings, but no strings or bars to control 
  them. All are approximately 1’ high and radiate 
  magic if detected for. When a command word is 
  spoken (it is written on the inside lid of the box, but 
  won’t be noticed unless it is specifically searched), 
  the marionettes will move on their own and act out 
  a play. If uninterrupted, the play will last for some 25 
  minutes. Each puppet is worth 200 g.p. with the 
  
   
   
  Level Ten: The Lesser Caverns 
  91 
  command word, or 2,000 g.p. as a set to a 
  collector of enchanted curios.  
  25. CRICKETS. Eight giant cave crickets will be found 
  here (7,8,9,9,9,10,10,11 h.p.), munching on fungi 
  clinging to the walls and floor. If alarmed, their 
  chirping will alert everything within 100’ of the cave 
  (including Areas #23, 29, and 31).  
  26. DUNG. There are a half-dozen large (3’ diameter) 
  balls of dung in this room. There is a 50% chance 
  that, if any given ball is broken apart, a dozen or so 
  squirming giant dung beetle larvae will come 
  pouring out. Hidden in the fourth ball is a bone scroll 
  case. The scroll within is cursed; anyone reading it 
  will teleport himself and anyone within a 20’ radius to 
  the town center of Munchkinland, as depicted in the 
  Oz books by L. Frank Baum.  
  27. DUNG BEETLES. A pair of giant dung beetles (17,18 
  h.p.; see APPENDIX III: New Monsters for details) is 
  here.  
  28. GUARD FOR THE GUARDIAN. A gibbering mouther (20 
  h.p.) dwells here. It will not attack the werewolf in 
  Area #29, but if it does begin to babble the wolf-
  man will be alerted to the presence of intruders and 
  act accordingly.  
  29. EASTERN GUARDIAN. The double doors to the west 
  are of beaten brass (on this side) and sport four very 
  conspicuous keyholes. The doors are guarded by 
  “Tall” Rob Arty, a werewolf and thief of great power 
  so named for his extraordinary height of 6’ 9” (T10,  
  57 h.p., AC 1 (leather +4, DEX 17, ring of protection 
  +2), armed with a short sword +2 / +3 vs. demi-
  humans). In addition, he has potions of invisibility 
  and frost giant strength, as well as a ring of human 
  influence and rope of climbing. He has one of the 
  keys to the door on a chain around his neck; all four 
  are required to open any of them. Arty may well 
  have been alerted to the presence of hostile 
  intruders (see Area #85 for details), but in any case 
  he will sing a tale of having been geased to remain 
  here as guardian of the key until a powerful daemon 
  on some lower level of the dungeon has been 
  defeated. This is, of course, a tissue of lies, but he will 
  spin it as long as he thinks the PCs believe him. If he 
  has not been alerted, his primary goal will be 
  escape so as to warn his fellow guardians.  
  30. SECRET ROOM. On his infrequent times of rest, Rob 
  Arty uses this room for sleep. There is a small cot and 
  a wardrobe. A hidden hollow in one of the walls 
  conceals a large iron chest, which is locked. 
  Attempting 
  to 
  open 
  it 
  without 
  the 
  proper 
  combination (which Arty knows) will result in 3-18 h.p. 
  of electrical damage. Within are 5 pieces of jewelry 
  and an enchanted gem that, if held before the 
  imprisoning bas relief, will free the trapped angel 
  Gabrielus in Area #98 on Level 5: THE DEEPS. 
  31. FLIES. Four giant horseflies (24,25,27,28 h.p.) dwell 
  here. They will certainly attack intruders, and are 
  often found out in the fungus forest in search of prey. 
  32. WEBS. Thick strands of cobwebs fill this cave, running 
  floor to ceiling and wall to wall. Anyone attempting 
  to cut through or otherwise penetrate them will be 
  stuck if their strength is under 13; treat the webs as 
  per the spell web. Six giant spiders dwell here (20,21, 
  22,24,25,25 h.p.), and there is an unlocked metal 
  box tucked away in the western corner of the cave 
  containing 2,000 g.p. The spiders are cunning; if 
  their webs are destroyed by fire, the spiders will 
  retreat into the tunnels and then return to ambush 
  the intruders. 
  33. EMPTY CAVE. An unremarkable cave, bereft of 
  anything of interest.  
  34. STICKY SITUATION. The floor of this cave is covered in 
  a super-strong glue-like substance. Anyone taking a 
  few steps in will notice their boots sticking slightly to 
  the floor, but by the time they’re 10 or 15’ in, they will 
  be stuck tight. A bend bars check is required to take 
  a step, and only three steps are allowed per round. 
  Any noise here (such as exertions, talking, etc.) will 
  draw the stirges from Area #35. The glue can be 
  dissolved with alcohol; a full wine skin can clear a 
  10’ diameter circle in a single round.  
  35. STIRGES. A swarm of 22 stirges dwells here, clinging 
  to the walls and ceiling when not seeking prey 
  (3,3,3,4,4,4,4,4,5,5,5,5,5,5,5,5,6,6,6,7,7,8 h.p.). They 
  will most certainly attack any who get stuck in Area 
  #34. 
  36. BUZZING. There is a loud and distinct buzzing noise 
  here, as if ten thousand bees were in the room; no 
  source of the sound can be discovered. It is empty, 
  however.  
  37. ENORMOUS BEETLES. Four longhorn beetles dwell 
  here (16,19,20,22 h.p.; see APPENDIX III: New 
  Monsters for details).  
  38. SLOPE UP. This natural passageway slopes up to Area 
  #5A on Level 9: THE GREATER CAVES.  
  39. CARVING. In the northwest corner of this cave there 
  is a carving of a leering devil-face on the cave wall. 
  It radiates magic if detected for. If spoken to, it will 
  smile, wink, and otherwise react, but never speak. 
  These reactions are ultimately random, however; it 
  has no real understanding and will not give any sort 
  of coherent answers to questions.  
  40. LARVAE. There is a mass of rotting wood from logs, 
  bits of furniture, etc. in this cave. Within are five giant 
  beetle larvae.  
  41. COLLAPSED TUNNEL. The natural cave tunnel is 
  impassably choked with rubble. Anyone attempting 
  to excavate the rubble runs the risk of causing further 
  collapses (see the random encounters table for this 
  level). 
  42. EMPTY CAVE. Just a dry, bare, sandy hole with 
  nothing in it to sit down on or to eat.  
  43. GAS. This room is filled with an orangey mist that has 
  a slightly sweet scent. Those breathing a lungful (i.e., 
  failing a saving throw vs. poison) will find themselves 
  reduced in size to 1/6 of normal. The effect lasts for 
  1d6+3 turns and will impact relative strength, speed, 
  damage, etc. 
  44. TICK. A giant tick (18 h.p.) will drop on intruders from 
  above at this point. 
  45. OUT OF THE WAY CAVE. A pair of very odd-looking 
  and taller-than-normal giant flies has taken up 
  residence here; they seem to have human faces 
  with the bodies and eyes of flies, as well as human-
  
  Castle of the Mad Archmage 
   
   
   
  92 
   
  like forelimbs. These are, in fact, chasme demons 
  (30,33 h.p.). They have managed to accumulate 
  8,000 c.p., 3,000 e.p., and a Bigby’s rod (see 
  APPENDIX II: New Magic Items for details), which they 
  keep in an enormous iron chest.  
  46. BEETLES. A pair of blister beetles (13,14 h.p.; see 
  APPENDIX III: New Monsters for details) dwells here.  
  47. HUGE LEDGE. The western edge of this ledge affords 
  an excellent view of the fungal forest (see Area #66 
  on Level 11: THE GREATER CAVERNS for more 
  information). Far above, the ceiling is studded with 
  both stalactites and piercers; it is fairly inevitable that 
  characters walking around the forest will pass 
  underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and 
  one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer 
  attack. If the party splits up, roll separately for each 
  group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first 
  attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the 
  side caves will protect the characters fully from such 
  attacks from above.  
  48. RAMP UP. This natural stone ramp leads from the 
  huge ledge up to Area #17 on Level 9: THE GREATER 
  CAVES. 
  49. NATURAL RAMP. This natural stone ramp leads from 
  the huge ledge up to Area #20 on Level 9: THE 
  GREATER CAVES.  
  50. SECRET CAVE. This small cave has been carefully 
  hidden by a secret door behind the waterfall 
  (because of the conditions, no automatic checks for 
  secret doors are made here; characters must be 
  actively searching in order to find this cave, and 
  even then they require a normal check for secret 
  doors). Within is a smallish statue of a pegasus, 
  about 3’ high and made of alabaster with hooves, 
  main, and tail chased in gold. The whole would be 
  worth 5,000 g.p. to a collector of fine art, but is very 
  fragile (casually tossing it into a backpack or large 
  sack, for instance, is almost certain to ruin it). Once 
  per week, if the command word (“Hup! Fly!”) is 
  spoken, the statue will turn into a real pegasus (24 
  h.p.) and will serve the speaker of the command 
  word for up to 24 hours, at which time it will turn back 
  into a statue, regardless of whether or not it is in flight 
  with a rider. If the statue is broken, its magical 
  properties are forever lost. 
  51. CAVERN FLOOR. The bottom of this enormous cave 
  is detailed as Area #66 on Level 11: THE GREATER 
  CAVERNS. Depending on the vantage point, those 
  gazing upon its majestic view could see a lake at 
  the base of the waterfall (Area #50), a small river 
  leading away from it, and a bewildering array of 
  fungus and mushrooms of all shapes, sizes, and 
  colors both natural and unnatural. Ledges and 
  shelves stud the walls at irregular intervals, and dim 
  cave mouths can be seen to disappear into the 
  walls. 
  The 
  whole 
  is 
  suffused 
  with 
  a 
  dim 
  phosphorescence that allows the whole of the 
  scene to be taken in, but which is far too dim to 
  allow any sort of detail to be made out.  
  52. SLOPE. This naturally sloping cliff connects Area #24 
  on Level 9: THE GREATER CAVES with Area #66 A on 
  Level 11: THE GREATER CAVERNS. It does not 
  otherwise have any function on this level.  
  53. LEDGE. This natural ledge affords a good view of the 
  fungal forest (see Area #66 on Level 11: THE 
  GREATER CAVERNS for more information). Far above, 
  the ceiling is studded with both stalactites and 
  piercers; it is fairly inevitable that characters walking 
  around the forest will pass underneath one and thus 
  trigger an attack. The game master should roll 2d6; 
  one for the “tens” and one for the “ones”. That is the 
  time that can be spent walking around (in minutes) 
  before the first piercer attack. If the party splits up, 
  roll separately for each group. Roll randomly to 
  determine the number of hit dice the attacking 
  piercer possesses. Once the first attack is done with, 
  roll again to determine the time until the next attack. 
  Only retreating into one of the side caves will protect 
  the characters fully from such attacks from above. 
  There is a 50% chance in any given round that 1d6 
  giant ants will be here, passing in or out of their nest. 
  54. SECRET CAVE. There is an enormous pile of 
  1,000,000 c.p. here. In addition, a careful combing 
  of the whole (taking no less than ten hours time in-
  game, during which time the game master should 
  roll for random encounters unless the secret 
  entrance has been explicitly closed) will reveal three 
  pieces of jewelry and a single diamond ring (worth 
  some 5,000 g.p.) with the word “jenesthic” inscribed 
  in the inside. If the command word is spoken, the 
  noble djinn by that same name will come forth, 
  having been trapped within the ring for many 
  centuries. He will grant the traditional three wishes, 
  but after so long a time is not inclined to be 
  generous with the interpretation of the wording of 
  such. Exceptional treatment by his masters/liberators 
  could change that attitude, of course.  
  55. ANTS (Areas #55-61). This cave is frenetic with 
  activity; ants are constantly coming and going 
  through all of the passages. At any given time there 
  will be 35 giant worker ants (8 h.p. each) and 5 
  soldier ants (12,12,13,14,15 h.p.) here. More soldiers 
  will come in response to intruders.  
  56. SIDE CAVE. Three worker ants will be here (8 h.p. 
  each). There is a scroll case in a crevasse with a 
  scroll with the magic-user spells fumble and wall of 
  fire.  
  57. APHID ROOM. There are 20 giant aphids in this room 
  (2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,5,5,5,6 
  h.p.; 
  see 
  APPENDIX III: New Monsters for details). Six worker ants 
  (8 h.p. each) are here, milking them for the 
  honeydew they produce.  
  58. DEAD END. This tunnel spur ends abruptly.  
  59. LARVA ROOM. At least a hundred foot-long white 
  grubs are in this room, contentedly munching on 
  various bits of fungus and other food. A dozen 
  worker ants are here tending them (8 h.p. each) as 
  well 
  as 
  six 
  warrior 
  ants 
  guarding 
  them 
  (13,13,14,14,15,16 h.p.).  
  
   
   
  Level Ten: The Lesser Caverns 
  93 
  60. FOOD STORAGE ROOM. At least a dozen worker ants 
  will be constantly coming in and out of this room at 
  any given time (8 h.p. each), which is filled with 
  fungus and mushrooms from the fungus forest (see 
  Area #66 on Level 11: THE GREATER CAVERNS).  
  61. QUEEN’S CHAMBER. This large cave is home to the 
  queen of the nest of giant ants (50 h.p.), sitting in the 
  southeast corner swollen and immobile. There will be 
  forty workers in this room at any given time (8 h.p. 
  each) as well as twelve warriors (12,12,12,13,13, 
  14,14,15,15,16,16,17 h.p.). All about is frenetic 
  activity as ants come and go and move about. The 
  ledge (A) is no different from the rest of the cave, 
  and at least a quarter of the ants in the room will be 
  there when the PCs enter. Near the queen is a small 
  pile of six gems, as well as a large, fist-sized chunk of 
  crystal that glows yellow and is warm to the touch. 
  This is the  crystal skeleton’s heart (see Area #81I on 
  Level 7: THE CRYPTS for more details).  
  62. CLIFF LEDGE. This long and fairly broad natural ledge 
  affords one of the best views of the entire cavern 
  (see Area #66 on Level 11: THE GREATER CAVERNS 
  for more information). Far above, the ceiling is 
  studded with both stalactites and piercers; it is fairly 
  inevitable that characters walking around the forest 
  will pass underneath one and thus trigger an attack. 
  The game master should roll 2d6; one for the “tens” 
  and one for the “ones”. That is the time that can be 
  spent walking around (in minutes) before the first 
  piercer attack. If the party splits up, roll separately for 
  each group. Roll randomly to determine the number 
  of hit dice the attacking piercer possesses. Once the 
  first attack is done with, roll again to determine the 
  time until the next attack. Only retreating into one of 
  the side caves will protect the characters fully from 
  such attacks from above. The slope goes down to 
  Area #66 J on Level 11: THE GREATER CAVERNS.  
  63. EMPTY CAVE.  
  64. DEAD END. This tunnel doesn’t end up leading 
  anywhere.  
  65. HIDDEN KEY. A small hidden space in this section of 
  the cave (a successful check for secret doors will 
  reveal it, but it cannot be found by a passive search 
  such as that received by elves) contains the key to 
  the locked chest in Area #70.  
  66. TRAPPED CAVE. The walls of this cave conceal a 
  myriad of poison darts which will fire at anyone 
  attempting to cross the cave, activated by scores of 
  tiny pressure plates in the floor. Each dart will attack 
  as a 10th level thief, and will cause 1d4 h.p. of 
  damage. In addition, anyone struck must make a 
  saving throw vs. poison or take an additional 2d12 
  h.p. of poison damage. Anyone attempting to cross 
  will be attacked by two darts for every segment it 
  takes to cross the room, regardless of the route 
  taken.  
  67. WARM CAVE. Four rocks on the floor of this cave 
  glow cherry-red with heat. Anyone touching them 
  must take 1d6 h.p. for every segment of contact.  
  68. FEEDING TIME. A xorn is here (35 h.p.), munching on 
  some succulent crystalline forms on the walls. If 
  encountered, it will demand the precious metals 
  (gold, silver, etc.) carried by the party, which it can 
  smell as a sommelier does a fine wine.  
  69. OGRE MAGI. A pair of blue-skinned ogre magi 
  (22,24 h.p.) has fashioned a temporary dwelling 
  here.  
  70. CACHE. The ogre magi in Area #69 have hidden 
  their ill-gotten wealth here; a secret compartment in 
  the floor contains a locked iron chest. Anyone 
  attempting to open the chest without the key (see 
  Area #65) will trigger an electrical jolt causing 3-18 
  h.p. of damage. Inside the chest are 8,000 p.p., a 
  cloak of elvenkind, and potions of invisibility and hill 
  giant control. 
  71. DRAGONFLIES. A swarm of six giant dragonflies 
  (28,29,30,30,32,34 h.p.) dwells here. They will often 
  be found flying around the fungus forest on Level 11. 
  72. PILLARED CAVE. Four natural pillars flow from the 
  ceiling to the floor of this cave. It is otherwise 
  unremarkable.  
  73. STALAGMITE CAVE. There are a half-dozen large (9’ 
  high or so) stalagmites on the floor of this cave. 
  Three of them are actually ropers (11 HD; 44,49,52 
  h.p.). Each has 3-18 p.p. in its gizzard, and has a 
  35% chance of having 5-20 gems as well.  
  74. LARGE LEDGE. This natural ledge is very broad and 
  wide, affording an excellent view of the great 
  cavern and the fungal forest therein (see Area #66 
  on Level 11: THE GREATER CAVERNS for more 
  information). There is a 20% chance per round that 
  the PCs tarry here that 1-2 giant dragonflies from 
  Area #71 will fly out of the western tunnel. Far 
  above, the ceiling is studded with both stalactites 
  and piercers; it is fairly inevitable that characters 
  walking around the forest will pass underneath one 
  and thus trigger an attack. The game master should 
  roll 2d6; one for the “tens” and one for the “ones”. 
  That is the time that can be spent walking around (in 
  minutes) before the first piercer attack. If the party 
  splits up, roll separately for each group. Roll 
  randomly to determine the number of hit dice the 
  attacking piercer possesses. Once the first attack is 
  done with, roll again to determine the time until the 
  next attack. Only retreating into one of the side 
  caves will protect the characters fully from such 
  attacks from above.  
  75. NATURAL BRIDGE. This soaring stone bridge connects 
  Area #74 on this level with Area #61 on Level 9: THE 
  GREATER CAVES.  
  76. HERMIT. This small cave is the home of Ygg Narvi, a 
  human monk who has come here seeking solitude 
  and enlightenment (M9, 30 h.p., LN align). He has 
  no treasure or weapons, but will be friendly enough 
  with explorers. He has knowledge of the ropers in 
  Area #73, and knows that many of the mushrooms 
  and fungi in the forest below are dangerous, but will 
  only answer cryptically if asked about such things 
  (“dangers abound in the world; can any place truly 
  be said to be safe?”). He knows the hermit Francis 
  Kermode in Area #38 on Level 8: THE LESSER CAVES. 
  They will sometimes get together for meals and to 
  share gossip, recipes, techniques for insulating a 
  cave with wattles, etc. 
  
  Castle of the Mad Archmage 
   
   
   
  94 
   
  77. RAMP. This natural ramp connects Area #61 on Level 
  9: THE GREATER CAVES with Area #66 H on Level 11: 
  THE GREATER CAVERNS. It does not otherwise have 
  any function on this level.  
  78. LEDGE. This natural ledge allows a limited view of the 
  fungal forest below (see Area #66 on Level 11: THE 
  GREATER CAVERNS for more information). Note that 
  the cave fishers on Area #46 on Level 9: THE 
  GREATER CAVES will be dangling their filaments here 
  in search of prey. Far above, the ceiling is studded 
  with both stalactites and piercers; it is fairly inevitable 
  that characters walking around the forest will pass 
  underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and 
  one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer 
  attack. If the party splits up, roll separately for each 
  group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first 
  attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the 
  side caves will protect the characters fully from such 
  attacks from above. The natural ramp to the south 
  leads to Area #66 G on Level 11: THE GREATER 
  CAVERNS. The one leading up along the east wall 
  leads to Areas #45 and 46 on Level 9: THE GREATER 
  CAVES.  
  79. TIGER FLIES. Six male adult tiger flies lair here 
  (24,26,28,28,29,30 h.p.). They will often fly out into 
  the fungus forest in search of prey. In the alcove 
  marked A is a large wooden chest, long forgotten, 
  containing 4,000 c.p. and 2,000 e.p.  
  80. WESTERN GUARDIAN. The double doors to the east 
  are of beaten brass (on this side) and sport four very 
  conspicuous keyholes. A flesh golem of double 
  strength (80 h.p.) guards this room against any and 
  all intruders. In the pocket of its grimy trousers is one 
  of the four keys needed to open the double door.  
  81. SLOPE. This natural slope connects Area #48 on 
  Level 9: THE GREATER CAVES with Area #66 I on Level 
  11: THE GREATER CAVERNS. It does not otherwise 
  have any function on this level.  
  82. PEDIPALPS. A pair of giant pedipalps dwell here 
  (23,24 h.p.). The kuo-toa in Area #83 has trained 
  these creatures to allow him to pass. No one else 
  has such immunity, but the sounds of combat will 
  alert him to the presence of intruders.  
  83. SOUTHERN GUARDIAN. The double doors to the north 
  are of beaten brass (on this side) and sport four very 
  conspicuous keyholes. In this semi-finished room is 
  Oollgabnack, a renegade kuo-toa cleric-assassin 
  (C/A 7/7; 56 h.p.; AC 4; align CE; spells memorized: 
  cause fear, darkness, sanctuary, hold person, resist 
  fire, silence 15’ radius, dispel magic, feign death, 
  cure serious wounds), armed with a spear +2, a 
  dagger +1/+2 vs. creatures smaller than man-sized, 
  and a weighted throwing net guards the doors. 
  Oollgabnack has one of the four keys needed to 
  open the doors on a chain around his neck. If 
  alerted to intruders, he will attempt to hide in 
  shadows (31% chance) and assassinate the first 
  person entering the finished portion of the room, 
  from behind. Note that even if he fails his hide in 
  shadows attempt, he will surprise unwary intruders 4 
  in 6 times, thus gaining an assassination roll. If 
  pressed, he will cast his feign death spell, making it 
  appear as if he were slain, and then rise and either 
  flee or attempt another backstab/assassination, as 
  seems most likely to be effective.  
  84. SECRET CAVE. Oollgabnack uses this room as a bolt-
  hole and resting spot. In the southeast corner is a 
  large stone pool filled with warm brackish water. 
  Hidden in a secret compartment in the pool itself is 
  his stash of wealth; 44 matched pearls worth 4,400 
  g.p. total.  
  85. TELEPORT NEXUS. The interior surfaces and doors of 
  this room are clad in shimmering silver metal, 
  unidentifiable and quite impossible to breach, either 
  by conventional means or by magic (they are proof 
  against such things as blink or teleport, and their 
  protective qualities even extend into the ethereal 
  and astral planes as well). Note that the doors 
  themselves require special keys to unlock; see Areas 
  #21, 29, 80, and 83 for details. The wizard within will 
  be on his guard if any melee or other combat has 
  occurred in any of those rooms in the last 12 hours, 
  using the powers of the pool to track intruders and 
  warn the various guardians he has stationed outside 
  the doors.  
   
  This is the lair of Jesh Orcott, an evil wizard who has 
  been studying this room and its functions for many 
  years, and who is not inclined to share its secrets with 
  intruders (MU 12; 33 h.p.; AC 2 (bracers of defense 
  AC 4 + staff); align CE; spells memorized: charm 
  person, enlarge, magic missile, sleep, ESP, mirror 
  image, ray of enfeeblement, web, dispel magic, 
  fireball, protection from normal missiles, suggestion, 
  fear, monster summoning II, polymorph other, wall of 
  ice, distance distortion, feeblemind, teleport (only 
  usable if one of the doors is open or if he has fled 
  the room itself), wall of force, anti-magic shell); 
  armed with a dagger +3 and a staff of power (25 
  charges). He has rings of spell turning and warmth, 
  wears a robe of blending, and has a clear spindle 
  ioun stone buzzing about his head, allowing him to 
  survive without food or drink. He has set up a desk 
  and a small cot; on the desk are an iron triangle, a 
  copper key, and wands of steel, gold, silver, and 
  mithril (all of which radiate magic). His spell book 
  (containing all the spells above plus read magic, 
  dig, and control weather) is hidden in a false bottom 
  of an iron box under the cot, which otherwise holds 
  100 gems of various sorts and sizes. If sorely pressed, 
  Orcott will attempt to grab one of the wands and 
  flee into one of the teleport archways (see below).  
   
  In the middle of the room is a pool 8’ in diameter 
  and extending some 3’ high. It contains a sort of 
  coppery quicksilver that slowly swirls around. If the 
  copper key is touched to the iron triangle, and the 
  pool concentrated upon by a magic-user of not less 
  than 8th level, he or she will be able to see any 
  location desired in the surface of the pool, as if he 
  
   
   
  Level Ten: The Lesser Caverns 
  95 
  were looking into a crystal ball, but with the further 
  advantage of being able to see not only within the 
  material plane, but any of the locales that can be 
  reached by the arches all with a 100% chance of 
  success. The levers in Area #83 on Level 8: THE 
  LESSER CAVES impact this pool. If the purple lever is 
  “down”, the pool also bestows clairaudience. If the 
  green lever is “down”, the pool grants ESP. If the 
  orange lever is “down”, the pool grants telepathy. 
  The levers begin up-up-down, but player action on 
  Level 8 might change that. All additional functions 
  are as per a crystal ball. The pool cannot be 
  moved.  
   
  In each of the four corner alcoves is a broad stone 
  arch, in which can be seen a roiling mist. Arch A 
  contains a green tint to the mist, B has a reddish 
  hue, the mist in arch C has a blue coloring, and 
  arch D contains mist of dark gray. If one of the 
  wands is touched to one of the stone arches, the 
  mist will suddenly speed up its motion and a subtle 
  pull will be felt throughout the room. After 1 round, a 
  strength check will be required each round to avoid 
  being pulled into the arch. The effect only ends after 
  some living being goes through the arch, or if five 
  minutes elapse. The destination depends on the 
  combination of wand and arch used: 
   
   
  A (green) 
  B (red) 
  C (blue) 
  D (gray) 
  Steel 
  Elemental 
  earth 
  Waystop 
  (branch 
  line) 
  Abyss 
  (random 
  layer) 
  Weird Way 
  Gold 
  Random 
  place 
  within 100 
  miles 
  Elemental 
  fire 
  Waystop 
  (main 
  parallel) 
  Waystop 
  (main 
  parallel) 
  Silver 
  Waystop 
  (main 
  parallel) 
  Heward’s 
  attic 
  Elemental 
  Water 
  Waystop 
  (minor 
  parallel) 
  Mithril 
  Waystop 
  (branch 
  line) 
  Plane of 
  Shadow 
  Waystop 
  (minor 
  parallel) 
  Elemental 
  Air 
   
  Many of the locations will be known to the game 
  master, and need not be explained. The Waystops, 
  on the other hand, reference an entire network of 
  interplanar gates that are set up and used by those 
  in the know to travel between worlds. Main parallels 
  are entire worlds, similar to those the players know, 
  but completely different in details, geography, and 
  history. An example would be traveling from Oerth to 
  Toril. Minor parallels are those worlds which 
  resemble others, but which have taken alternate 
  paths in history; they will be more similar to, but 
  different in one or more significant ways, the players’ 
  home world. Branch lines are smallish demi-planes, 
  established by (or at least used by) those who travel 
  the Way as rest stops, teleportation nexii, and so 
  forth. They are rarely more than a few miles in 
  diameter, if that. Weird Way is one such demi-
  plane, detailed in the short story “A Weird 
  Occurrence in Odd Alley” by Gary Gygax, published 
  in Night Arrant by Ace Books, 1987. Heward’s attic is 
  a part of the dwelling of the quasi-deity Heward, and 
  was detailed in the TSR module EX2 “The Land 
  Beyond the Magic Mirror”.  
   
  Attempting to use more than one wand on an arch, 
  or activating more than one arch at a time, will have 
  completely unforeseen consequences. The game 
  master is encouraged to be creative and cruel with 
  the destinations thus reached.  
   
   
  
  Castle of the Mad Archmage 
   
   
   
  96 
   
  Level Eleven: The Greater Caverns 
   
  This level is almost completely given up to natural 
  caverns, caves, and tunnels. One of the chief features of 
  the level is the enormous fungus forest (Area #66), but 
  the wizard-priest Tombstone in Area #22 is probably the 
  most formidable opponent explorers will have faced up 
  to this point.  
   
  It should be pointed out that much of the south and east 
  sections of the caves here are ruled by the large 
  numbers of carnivorous albino apes. They should not be 
  encountered in their lairs, ripe for the picking to be 
  plucked cave by cave. Sounds of combat in one 
  location will undoubtedly rouse the interest and ire of 
  those nearby, and it is very easy to initiate a cascade 
  where the entire colony is descending on incautious 
  intruders. Though their intelligence is low by human 
  standards, they have an enormous cunning and will 
  most certainly work together as a group to repel strong 
  invaders. The encounter key may seem somewhat 
  monotonous with its “apes, more apes, yet more apes” 
  approach in these regions, but the game master is 
  encouraged-- nay, required-- to use those descriptions 
  more as a source of statistics for the units of apes that will 
  be encountered “in the field” as they swarm over their 
  foes, rather than as static encounters calmly awaiting 
  their slaughter at the hands of the player characters.  
   
  The trolls in the southeast portion of the caves should be 
  treated much the same as their cousins on Level 8: THE 
  LESSER CAVES. They are not mindless engines of 
  destruction, but cunning warriors who have survived for 
  years in one of the most deadly environments known. 
  They are not above parleying, especially if they think that 
  player characters can be used as a pawn in their 
  ongoing rivalry with the apes. Their hides are all green-
  gray. 
   
  This level has direct access to Levels 8, 9, 10, and 12.  
  There are six maps: northwest, northeast, west center, 
  east center, southwest, and southeast. 
   
  Table 11.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
   
  Roll 
  Encounter 
  1 
  1-3 ustilagors (if in fungus forest) otherwise 3-12 
  jermlaine. 
  2 
  1 ascomoid (if in fungus forest) otherwise 1 
  gelatinous cube 
  3 
  1-6 myconids (if in fungus forest; see Area #66 
  for details) otherwise 1-6 giant centipedes 
  4 
  1-2 basidironds (if in fungus forest) otherwise 1-
  100 bats 
  5 
  1-3 phycomids (if in fungus forest) otherwise 1-
  12 huge spiders 
  6 
  Pick monster from nearby room (if in fungus 
  forest, this includes flying creatures from levels 9 
  and 10) 
  7 
  Pick monster from nearby room (if in fungus 
  forest, this includes flying creatures from levels 9 
  and 10) 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cave area; in fungus 
  forest, 2-7 myconids) 
  10 
  Pick monster from Level 9: THE GREATER CAVES 
  11 
  Pick monster from Level 10: THE LESSER CAVERNS 
  12 
  Dungeon Dressing (use table 11.2) 
   
  A minor cave-in represents the falling of rocks and stone 
  from either a ceiling over the player characters, or a wall 
  they happen to be traveling next to or near. Such a 
  cave-in will not cause any damage, but there is a 10% 
  chance that it will turn into a major cave-in. Such a 
  cave-in will cause everyone within a 30’ radius of the 
  epicenter (roll randomly to determine which player 
  character in the party is beside the epicenter) to make a 
  saving throw vs. paralyzation. Those who make their 
  saving throw will be able to dodge out of the way of the 
  falling stones. Those who fail will take 3-18 h.p. of 
  damage. There is a further 1% chance that a major 
  cave-in will actually collapse a tunnel (rendering it 
  impassable) or a portion of a cave. Gnomes may use 
  their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Table 11.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Ordinary mushroom cluster 
  2 
  Rope noose lying on the floor 
  3 
  Bent spear head 
  4 
  Sounds of wings flapping 
  5 
  Empty potion bottle, unbroken 
  6 
  Paper wrapping for iron rations 
  7 
  Sudden feeling of great humidity in the air 
  8 
  Hammer with broken handle 
  9 
  Floor has many cracks, like it’s been bashed 
  with a heavy object 
  10 
  One PC (choose randomly) hears a woman 
  whisper “be careful!” right next to their ear 
  11 
  Burned out torch stub 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  THERE SEEMS TO BE A HOLE. This large cave has an 
  enormous hole in the floor leading 60’ down to Area 
  #1 on Level 12: THE CATACOMBS. A behir (56 h.p.) 
  dwells here as a guardian of this entrance. Within its 
  gullet are 2 pieces of jewelry and 24 gems.  
  2. 
  EMPTY CAVE. A sandy floor and little else. 
  3. 
  GORICS (Areas #3-5). An outpost of gorics has 
  established itself here for a time. Ten of the slight 
  stone-sprites can be found here (HD 4; 16,18,20,20, 
  21,21,22,22,23,23 h.p.; see APPENDIX III: New 
  Monsters for details), each with 2 gems.  
  
   
   
  Level Eleven: The Greater Caverns 
  97 
  4. 
  GORIC LEADER. The chief of this group of gorics 
  sleeps here (6 HD, 34 h.p., see APPENDIX III: New 
  Monsters for details). He has 7 gems.  
  5. 
  HORDE. The gorics keep their main cache of gems 
  here, within a stout stone box. Anyone opening the 
  box without first disarming the trap mechanism will 
  set off an acid spray that will hit anyone within 8’ of 
  the box in all directions; those hit must save vs. 
  breath weapon or take 3-18 h.p. of damage. Within 
  are 40 gems.  
  6. 
  MONKEYING AROUND. A magic mouth at the 
  entrance to this tunnel will say, “You may wish you’d 
  fled, when your camp they surround; you’d be better 
  off dead, than monkeying around!” If the PCs 
  venture down the corridor, they will note that the 
  walls of the last 30’ or so are graven with inscrutable 
  blue-glowing runes. If the last 10’ is reached, 
  everyone in the tunnel will be transported to a demi-
  plane loosely based on Skull Island from the film King 
  Kong. [DESIGNER’S NOTE: This is a long-famed feature 
  of the original Castle Greyhawk. game masters with 
  access to it are encouraged to dust off their copy of 
  the old TSR module “Isle of the Ape” and allow their 
  players to see how they fare against Oonga.]  
  7. 
  GLOWING STONE. At the southeastern tip of this cave 
  there is a waist-high plinth with a large green crystal 
  mounted securely atop it (careful investigation will 
  note that the crystal seems to come from within the 
  stone itself, making it quite unmovable without 
  destroying the plinth entirely, which could very well 
  damage the crystal as well). The crystal glows a 
  bright green. If touched, the crystal will randomly 
  swap two magic items from two individuals in the 
  room. If there is only one person in the room, two 
  magic items will switch places (a ring will end up in a 
  backpack, a wand in a dagger sheath, etc.). The 
  effect will only happen once to the same person in 
  any 24 hour period.  
  8. 
  A LARGE CHEST. There is a large wooden chest with 
  iron bands in the middle of this cave. It is, in fact, a 
  mimic of the intelligent sort (8 HD; 41 h.p.) who will 
  attack if touched, but who will respond to courtesy 
  and offers of food.  
  9. 
  APE GUARDS. A pair of carnivorous albino apes will 
  be here as sentries (32,32 h.p.; see see Appendix III: 
  NEW MONSTERS for details).  
  10. GAUNTLET. Each of the side caves (A-F) is but 2’ tall, 
  and contains a handful of jermlaine (3-12 per cave, 
  1-4 h.p. each). If anyone comes down the middle 
  of the larger cave, they will be subject to attacks by 
  the bane-midges as they pass; they will creep up 
  the uneven cave walls to hurl nets upon intruders, 
  dart out of their caves to launch tiny javelins and 
  then duck back in, etc. Area G is also only 2’ high, 
  but contains an enormous pile of coins that the 
  jermlaine have accumulated; 9,000 c.p., 6,000 s.p., 
  2,250 e.p., 1,100 g.p., and three pieces of jewelry.  
  11. GIANT BEETLES. Six of the giant dung beetles dwell 
  here (16,16,18,19,19,20 h.p.; see see Appendix III: 
  NEW MONSTERS for details). There is also a small sack 
  with ten gems.  
  12. DEAD END. This passage ends abruptly.  
  13. SPIDERS. The walls and ceiling of this cave are 
  covered with hundreds of tiny spiders. They are of 
  ordinary sort and not harmful.  
  14. FONT. On the far wall of this natural niche is a font, 
  carved out of the living rock. Water trickles through it 
  with a gentle burbling sound. The water itself is sweet 
  and cool, but otherwise unremarkable.  
  15. A DEADLY FLOCK. A group of six cockatrices nests 
  here (20,20,22,23,24,25 h.p.). The well-pecked 
  statues of some half-dozen victims are here as well. 
  Scattered about the floor are 12,000 s.p. and 2,000 
  g.p. 
  16. MANNEQUIN. A broken-up mannequin is on the floor 
  in this passage.  
  17. BOULDER FIELD. There are boulders strewn over the 
  floor of this large cave, ranging in size from 1’ to 10’ 
  in diameter. Ten of these are bowlers, some of 
  much larger than normal size (4,4,5,5,6,8,8,11,11,12 
  h.p.). Above, ledges overlook the cavern, which are 
  detailed on Level 10: THE LESSER CAVERNS, Areas 
  #14-18.  
  18. APES. Ten of the carnivorous albino apes are here 
  (31,31,32,32,32,34,35,35,36,36 h.p.; see APPENDIX 
  III: New Monsters for more information).  
  19. APE CHAMPION. The champion of the carnivorous 
  albino apes dwells here; truly a monster of his kind 
  (48 h.p.; see see Appendix III: NEW MONSTERS for 
  details). He is totally devoted to the king in Area #35, 
  and wears three pieces of jewelry as a token of his 
  status.  
  20. CHAINS. There are three sets of iron chains and 
  shackles stoutly set into the walls of this cave.  
  21. BRAZEN DOORS. This partially-finished chamber is 
  dominated by a pair of enormous bronze doors, 
  carved with motifs of flame and skulls, each with an 
  enormous handle, also of bronze. They are warm to 
  the touch, if checked. They require a strength check 
  to open (or close). Note that anyone entering this 
  area will immediately alert the wizard in Area #22, 
  who will prepare a warm welcome for intruders. The 
  doors can be barred from the inside, if desired, 
  making them impregnable to normal mortal 
  strength.  
  22. TOMBSTONE. The heat in this room is oppressive, and 
  deliberately so. It is one of the many abodes of the 
  wizard-priest Tombstone. A pool of lava separates 
  the wizard from intruders, leaving them on the same 
  side as the servants of the wizard. Anyone not 
  magically protected from heat or flame will take 1-3 
  h.p. of heat damage per round, automatically. The 
  lava provides the only light in the room, but it is 
  enough. Direct contact with the lava (as in being 
  thrown into it, which the demons will certainly 
  attempt to do) will result in 10 h.p. of damage per 
  segment, remembering that there are 6 such 
  segments per melee round.  
   
  Areas A, B, and C are thrones, each of which 
  generates a field of magic resistance equal to 25% 
  (if a creature seated on the throne is already magic 
  resistant, the 25% is added to its natural immunity) . 
  D is a one-way door which is invisible from this side; it 
  
  Castle of the Mad Archmage 
   
   
   
  98 
   
  is Tombstone’s last-ditch escape if he is absolutely 
  pressed and retreats into his apartments (Areas #23-
  26). He will use it to double back on his foes and 
  escape. Tombstone is seated in throne C; A and B 
  are inhabited by the proto-demons Pazuzu and 
  Shabriri (see Appendix III: NEW MONSTERS for details), 
  respectively.  
   
  Tombstone himself is a wizard-priest of immense 
  power (M-U 22 / C 20; 60 h.p.; NE align; spells 
  memorized (magic-user) charm person, enlarge, 
  magic missile, shield, sleep, detect invisibility, ESP, 
  mirror image, rope trick, stinking cloud, dispel 
  magic, fireball, fly, monster summoning I, slow, 
  dimension door, fire charm, ice storm, polymorph 
  other, wall of ice, distance distortion, feeblemind, 
  monster summoning III, teleport, wall of iron, death 
  spell, disintegrate, invisible stalker, project image, 
  spiritwrack, cacodemon, monster summoning V, 
  phase door, statue, hellsfire, mass charm, maze, 
  symbol, gate, netherbeast, temporal stasis (cleric) 
  command (x2), cure light wounds (x2), cause light 
  wounds, detect good, detect magic, darkness, 
  protection from good, cause fear, sanctuary, augury 
  (x3), hold person (x3), resist fire, silence 15’ radius 
  (x2), slow poison, speak with animals, continual light 
  (x2), continual darkness (x2), cure disease, cause 
  disease, dispel magic (x2), bestow curse, speak with 
  dead, cure serious wounds (x2), detect lie, divination 
  (x2), exorcise, neutralize poison, protection from 
  good 10’ radius, tongues, cure critical wounds, 
  cause critical wounds, dispel good, flame strike, 
  plane shift, quest, true seeing, aerial servant, 
  animate object, conjure animals, heal, hellsblades, 
  doompit, restoration; AC 2 (bracers of defense)), 
  wearing a ring of free action and a ring of fire 
  resistance. He also has a staff of the demonurgist 
  (see APPENDIX II: New Magic Items for details). He 
  also has on his person an amulet of proof against 
  detection and location, dust of appearance, a 
  periapt of wound closure, wands of magic missiles 
  (97 charges) and fear (94 charges), rope of 
  climbing, and a dagger +4. He wears a robe of the 
  archmagi. He has many aliases in the city and 
  elsewhere; he is known to the city fathers and 
  worthies of the wizards’ guild by one name, to the 
  urchins and beggars of the Poor Quarter by another, 
  and to the river folk he is known as Tooms, a 
  navigator of great-- some might say supernatural-- 
  skill. He is tall and reed-thin, but can project an aura 
  of affability, bumbling, cruelty, or anything else as he 
  needs. He is a devoted follower of the master arch-
  daemon and works tirelessly in His causes. He 
  maintains apartments in the dungeons only for the 
  sake of practicality; he finds it convenient to have a 
  place such as this close to the various fonts of 
  magical power herein, and away from enemies. It is 
  not, however, his only (or even primary) abode. He 
  will happily sacrifice it in order to destroy an enemy 
  or intruder, if needed. Certainly his spell books are in 
  other, much more safely warded, places. He and his 
  demon servants will never be found as a random 
  encounter, although he could well be set up as a 
  recurring villain in a long-running campaign, as the 
  power-behind-the-power-behind-the-power.  
  23. LABORATORY. There are several tables and benches 
  here, filled with alchemical equipment, low-burning 
  braziers, bubbling alembics, retorts, etc. In a rack on 
  one table are five potions; invisibility, fire giant 
  strength, gaseous form, plant control, delusion (fire 
  resistance). Note that Tombstone, if alerted, will have 
  access to any of these potions.  
  24. MOVING PICTURES. There are three large (15’ wide) 
  pictures on the walls of this room, each in an ornate 
  frame worth easily 200 g.p. for the craftsmanship 
  alone. Each can, if the proper command word is 
  known, depict the goings-on in a particular locale to 
  which it is attuned. If the command word is spoken, 
  the scene will begin to move, as if looking through a 
  window, for 10 minutes, after which it will freeze. The 
  first shows the nearby City, specifically the council 
  chamber of the Lord Mayor. The second shows a 
  non-descript throne room of some great lord of the 
  Lower Planes. The third shows the scene of Area #21; 
  it might still be displaying a “live” picture, depending 
  on how much time has passed since the player 
  characters 
  entered 
  Tombstone’s 
  domain. 
  The 
  tableaus of each picture can, of course, be 
  changed, again with the proper command word. 
  Tombstone 
  knows 
  the 
  command 
  words 
  to 
  manipulate the pictures, of course.  
  25. SLEEPING QUARTERS. On those rare occasions that 
  Tombstone seeks rest while staying within the 
  confines of the Castle, he does so here. There is a 
  comfortable divan, several tables with various 
  beakers of wine and trays of sweetmeats and other 
  delicacies, thick rugs on the floor and tapestries on 
  the walls, etc. With a single command word, 
  however, Tombstone can cause the lava from Area 
  #22 to breach through the northwest corner of the 
  room to pour into this room, destroying this finery 
  and affording him one last chance to escape 
  through the secret door in the southwest corner of 
  the room. 
  26. DANGLING STRIPS. There are eight two-foot-long slips 
  of paper with writing on them, hanging from the 
  ceiling here, suspended on string. On each, an 
  explosive runes spell has been cast. Anyone pausing 
  to read what is written will trigger the spell and 
  incidentally destroy all of the remaining slips of 
  paper in the explosion. It is possible for more than 
  one to be triggered at once if two players indicate 
  they’re reading different slips simultaneously. This is 
  another device of Tombstone to deter pursuers.  
  27. ADOLESCENTS. Six adolescent carnivorous albino 
  apes 
  are 
  here 
  (26,26,27,27,28,28 
  h.p.; 
  see 
  APPENDIX III: New Monsters for details). They are 
  particularly aggressive and will challenge any 
  intruders, but will retreat noisily if they suffer 50% 
  damage. Locations A and B are the dwellings of the 
  alpha and beta adolescents, respectively (31,30 
  h.p.).  
  28. SUGARLAND. At this point in the tunnel, a magic 
  mouth will say, “Sugar is sweet, but it’s gone in a 
  
   
   
  Level Eleven: The Greater Caverns 
  99 
  flicker; you’ll find candy is dandy, but liquor is 
  quicker!” If the PCs venture down the corridor, they 
  will note that the walls are graven with runes glowing 
  pink and white. If the bend in the tunnel is reached, 
  everyone in the tunnel will find themselves in 
  Sugarland, an extra-dimensional demi-plane where 
  the terrain is made up of such features as the Great 
  Fudge Mountains, the Brittle Forest, and the 
  Marshmallow swamp. It is here that the evil witch of 
  the gingerbread house strives for supremacy with a 
  shadowy figure known only as the Candy Man, who 
  dwells in a great Candy Factory.  
  29. MONKEY BARS. This large cave is filled with a variety 
  of steel bars anchored into the ground, welded or 
  otherwise attached to each other at odd angles, 
  etc, forming a complex mess that slows movement 
  to a crawl (3” per round maximum). The carnivorous 
  albino apes are well acquainted with the various 
  twists and turns that the pipes follow, and are able to 
  use them to their complete advantage in combat; 
  swinging from them and leaping between them with 
  startling dexterity; they receive a +2 bonus “to hit” 
  and can use their full movement rate within the 
  room. Eight of the beasts will be here at any given 
  time (31,31,34,34,35,35,36,36 h.p.; see APPENDIX III: 
  New Monsters for details), but the apes will certainly 
  use this place as an ideal ambush location if they 
  are able to herd intruders this way.  
  30. STORES. Great piles of food are here; mostly huge 
  pale mushrooms from the fungus forest, but some 
  fruit and haunches of meat can be found here as 
  well.  
  31. NURSERY. Six female carnivorous albino apes (4 HD; 
  16,16,16,17,17,18 h.p.; otherwise as males of their 
  type; see APPENDIX III: New Monsters for details) are 
  guarding a dozen young. If disturbed, they will raise 
  an incredibly loud clamor that will bring apes from 
  as far away as 200’ running to their defense.  
  32. APES. 
  Six 
  more 
  carnivorous 
  albino 
  apes 
  (31,31,32,32,34,35 h.p.; see APPENDIX III: New 
  Monsters for details) dwell here.  
  33. MORE APES. Five carnivorous albino apes (30,32,33, 
  34,36 h.p.; see APPENDIX III: New Monsters for 
  details) dwell here.  
  34. CLOWNING AROUND. At the entrance to this tunnel a 
  magic mouth will say, “There’s much that’s not right, 
  though the troupe be renowned, you may well die 
  of fright, when you’re clowning around!” If the PCs 
  venture down the corridor, they will note that the 
  walls of the last 30’ or so are graven with green-
  glowing runes. If the last 10’ is reached, everyone in 
  the tunnel will be transported to the demi-plane 
  winter quarters of Bitterbark’s Circus, a traveling 
  troupe of evil jesters and other performers that are all 
  too happy to convince the party that “dyin’s easy. 
  Now comedy-- THAT’s hard.” 
  35. APE KING. There is a crude throne of stones in the 
  northern corner of this cave, and it is lit by torches 
  formed of human(oid) bones soaked in pitch. The 
  leader of the carnivorous albino apes will be found 
  here (43 h.p.), and there will be ten other apes here 
  at any given time (29,29,30,31,32,33,34,35,36,37 
  h.p.; see APPENDIX III: New Monsters for details) as 
  well as four females (4 HD; 17,19,20,20 h.p.; 
  otherwise as males of their type). The king wears six 
  pieces of jewelry, and each of the females wears an 
  additional piece. The apes will use this cave as a 
  redoubt if they are pressed by intruders.  
  36. APE KING’S LAIR. The leader of the carnivorous albino 
  apes dwells here, but he will mostly be found in Area 
  #35, his throne room. This cave is adorned with thick 
  animal skins and is lit by sputtering torches of bone, 
  and there is a crude wooden chest with 10,000 g.p. 
  hidden under the furs. If the ape king is here, he will 
  be accompanied by the four females from Area 
  #35.  
  37. APE GUARDS. A dozen of the carnivorous albino apes 
  are here (30,30,30,31,31,32,33,34,35,35,35,36 h.p.; 
  see APPENDIX III: New Monsters for details), acting as 
  guards and a reserve for the guards in the ape king’s 
  cave (Area #35).  
  38. WELL. This cave is dominated by a 20’ diameter well 
  that bores 60’ straight down to Area #15 on Level 
  12: THE CATACOMBS. There is no raised lip; the top of 
  the well is flush with the floor of the cave. The sides of 
  the well are finished stone, not rough natural cave-
  walls. The albino apes will sometimes throw human 
  (and other) sacrifices into the well to appease those 
  who dwell beneath.  
  39. CARVED CAVE. The walls of this cave have a dozen 
  rough and crude carvings of dragons and other 
  reptilian beasts.  
  40. APE GUARDS. A full dozen carnivorous albino apes 
  are here (30,30,31,31,31,31,32,33,34,35,35,36 h.p.; 
  see APPENDIX III: New Monsters for details). They 
  guard against anything from Area #41 entering the 
  apes’ domain.  
  41. CAVE FLOOR. This is the floor of the large cave first 
  described at Area #20 on Level 8: THE LESSER 
  CAVES. There is a herd of some 20 rothé (8,8,8,9,9, 
  10,10,10,11,11,12,12,12,12,12,13,13,14,15,16 h.p.) 
  that roams the floor of the cavern, feeding on the 
  lichens and fungi that thrive here and in turn serving 
  as food for the various larger and fiercer predators 
  who live above (see the areas associated with the 
  cave on Level 8 for more details). It should be noted 
  that most of the creatures on the ledges and caves 
  above either fly or can hurl boulders; anyone walking 
  around the floor of the cave is likely to attract the 
  attention of one or more of them unless strict 
  measures to conceal themselves are taken. For this 
  reason, the apes mostly avoid this place.  
   
  Location A is a large stone plug that rises from the 
  bottom of the huge cave with sheer stone walls that 
  require special skills and/or equipment to climb (and 
  at a 20% penalty due to the lack of hand- and 
  footholds). The top is described on Level 8: THE 
  LESSER CAVES, Area #32. 
   
  Location B is a stream, some 10’ across and 2-4’ 
  deep in most places. It flows from north to south, 
  entering and disappearing through natural fissures in 
  the stone walls of the cave.  
  
  Castle of the Mad Archmage 
   
   
   
  100 
   
   
  Location C is a natural slope going up along the wall 
  of the cave. It leads to Area #29 on Level 8. 
  42. SPARKLING CAVE. The air in this cave seems to 
  sparkle with some sort of inner radiance. It is 
  otherwise unremarkable.  
  43. LEVER. There is an enormous wooden lever set into 
  the stone of this alcove. It begins in the “up” position. 
  If moved “down”, there will be a distant clanking and 
  grinding noise heard. If left in the “down” position, 
  the block trap in Area #50 will be disarmed.  
  44. SPEAKING STONES. There are a number of boulders 
  and other stones strewn about the floor of this 
  cavern. A pair of galeb duhr (9 HD, 37,39 h.p.) dwell 
  here, and will demand to know why the player 
  characters wish to pass, ask them to guarantee to 
  respect the “holy place” beyond, etc. Eventually 
  they will let explorers pass, unless attacked.  
  45. FALSE TEMPLE. The double doors leading to this 
  chamber are scribed with runes which, if translated 
  by a read magic spell, promise doom to those who 
  penetrate the holy sanctuary (dedicated to whom, it 
  is not said). Within is a gleaming temple of white 
  marble; to the east is a magnificent statue of a 
  perfect human form, albeit one whose identity is 
  unidentifiable even to the most knowledgeable 
  sage. Atop the dais to the north is a gleaming gold 
  and silver altar, engraved with common astrological 
  and other symbols which still give no clue as to the 
  nature or identity of the deity honored here. All those 
  entering the room must make a saving throw vs. 
  spells or be overcome with either palpable unease 
  (50%) or serene calm and belonging (50%). Anyone 
  gazing at the statue for a prolonged length of time 
  (say, long enough to conduct a thorough search of 
  it and its surroundings) must make an additional 
  saving throw vs. magic or become charmed by the 
  image (as per the fire charm spell). Upon the altar 
  rest 
  a 
  silver 
  plate, 
  goblet, 
  and 
  small 
  bell. 
  Manipulating the three objects in some sort of 
  ritualistic fashion will produce the following effects 
  25% of the time, randomly: 
   
   1) The visage of the statue changes to that of a 
    
  demonic form, visible only for a moment. 
   2) The goblet fills with fine wine. Drinking the wine 
    
  has no special effect. 
   3) An illusionary curtain of flame will separate the 
    
  raised dais from the rest of the room for 1-6 
    
  rounds. 
   4) A loud gong will be heard to sound without any 
    
  apparent source. 
   5) Those on the dais all take 1-6 h.p. of electrical 
    
  damage. 
   6) A cake appears on the plate, which will heal 1-4 
    
  h.p. of damage if eaten. 
   
  46. TRAPPER. A trapper has taken up residence here (48 
  h.p.). 
  47. EMPTY CAVE.  
  48. HAGS. A pair of annis (40,41 h.p.) have taken up 
  residence here. They most often prey on the apes, 
  but would welcome some human flesh to vary their 
  diet. They are on good terms with the trolls to the 
  northwest, but are wary of being used as pawns in 
  the troll-ape conflict. If they have advance warning 
  of intruders, they will use their change self power to 
  appear as females in need of rescuing, telling a tale 
  that they were part of an adventuring party that was 
  wiped out by the apes. Each annis has three keys 
  that open the chests in Area #49. 
  49. HOARD. The two annis in Area #48 keep both their 
  treasure and their food stores here. Aside from the 
  rancid meat lying about, there are six large iron 
  chests, all locked. Chest #1 contains 4,000 e.p. 
  Chest #2 has a poison needle trap on the lock 
  (save vs. poison or die), and contains 3,000 g.p. 
  Chest #3 contains 5,000 s.p. Chest #4 has an acid 
  spray trap; anyone opening the chest (with the key 
  or not) will cause a spray of acid in a 20’ radius in 
  front of the chest, causing 26 h.p. of damage (save 
  vs. breath weapon for half damage). Chest #5 
  contains 3,000 e.p. and a potion of strength. Chest 
  #6 contains 1,000 g.p. and 2 goldbugs (3,3 h.p.). 
  50. BLOCK TRAP. Anyone coming through this section of 
  the tunnel will set off a block of stone, which will ram 
  down from the ceiling with great force, doing 3d6 
  h.p. of damage. It will then begin to automatically 
  reset into the ceiling, being hauled up on a sturdy 
  chain. If the lever in Area #43 is moved down, the 
  trap will be disabled. All of the inhabitants of this 
  section of the level know about this trap, but only a 
  few realize its connection to the lever.  
  51. MOLD. A large patch of yellow mold covers most of 
  the floor of this room, but it is possible to wind one’s 
  way around it without disturbing it if moving carefully. 
  It is large enough to have achieved a rudimentary 
  sentience, and will release its spores when any living 
  thing comes within range, rather than when 
  touched.  
  52. APE SENTRIES. A pair of carnivorous albino apes 
  (30,30 h.p.; see APPENDIX III: New Monsters for 
  details) are here. If disturbed, one will flee to warn 
  the rest of the tribe. 
  53. WET CAVE. The southern wall of this cave is very wet; 
  careful inspection will show that water is making its 
  way through a crack in the ceiling and disappearing 
  through another narrow crack in the floor. 
  54. APES. Six carnivorous albino apes are in this cave 
  (32,34,36,37,38,39 h.p.; see APPENDIX III: New 
  Monsters for details), acting as guards to make sure 
  creatures from the fungus forest do not intrude into 
  the apes’ domain. 
  55. ALCOVE. Due to a trick of the acoustics in the caves, 
  anyone standing in this alcove can hear anything 
  that is going on in Area #57 or its environs. The apes 
  will take advantage of this feature if they suspect the 
  trolls to be mounting an attack.   
  56. HORSING AROUND. At the entrance to this tunnel a 
  magic mouth will say, “Take care oh my friend, for 
  dangers abound; you could meet a bad end, when 
  you’re horsing around!” If the PCs venture down the 
  corridor, they will note that the walls of the last 30’ or 
  so are graven with inscrutable red-glowing runes. If 
  
   
   
  Level Eleven: The Greater Caverns 
  101 
  the last 10’ is reached, everyone in the tunnel will be 
  transported to a demi-plane of Greco-Roman 
  mythology, populated by centaurs, satyrs, and the 
  like.  
  57. CHASM. Two branches of the tunnels both happen 
  to skirt the edges of a 200’ deep chasm. The chasm 
  is not a straight drop down; there are twists and turns, 
  and protrusions, and the whole tends to go in a 
  corkscrew 
  fashion 
  somewhat 
  southwards. 
  A 
  tentamort (35 h.p.) has attached itself some 20’ 
  down on the north side of the chasm. At the very 
  bottom of the chasm are the remains of some of 
  the tentamort’s victims: a jumble of bones, rusting 
  armor and weapons, and so forth. In and amongst 
  the wreckage are 600 g.p., a short sword +2, a 
  pearl of wisdom, and boots of elvenkind.  
  58. TROLL ENCLAVE. Fully a dozen trolls live here 
  (30,31,32,35,35,35,36,36,37,37,37,38 
  h.p.). 
  They 
  have 4,000 g.p. in a battered old chest with a 
  broken lock.  
  59. THE OLD TROLL. A withered troll, Giggrig by name, 
  dwells here (31 h.p.). A mottled and wrinkled gray-
  green hide betrays the many years he has seen. Old 
  beyond most trolls’ dreams, Giggrig is also both wiser 
  and less blood-thirsty than his brethren. He is given to 
  telling long, rambling stories about his youth, and 
  tales of troll legends (which are, to the ears of non-
  trolls, strangely skewed versions of classic fairy tales 
  such as Three Billy Goats Gruff, stories where the sun 
  never rises, etc.), and the like. He does have a small 
  bag with 17 gems hidden in the pile of rags he calls 
  a bed. The other trolls usually avoid him or have 
  forgotten about him.  
  60. GIANT TROLLS. A pair of giant trolls (50,54 h.p.) 
  guards this entrance to the trolls’ domain from 
  incursions by the apes.  
  61. TROLLS. Six of the brutes are quartered here 
  (29,30,31,33,33,34 
  h.p.). 
  They 
  have 
  a 
  sack 
  containing two golden candelabras worth 250 g.p. 
  each.  
  62. COURT OF THE TROLLS. In the southeast corner of this 
  room is the throne of the “god-king” of the trolls; 
  Kreg, a type III demon (55 h.p.). He has a 50% 
  chance of either being in this cave or in Area #63, 
  which is his private quarters. If Kreg is holding court, 
  eight trolls will be here (30,31,31,33,34,34,35,35 
  h.p.). If not, only the last two will be here, guarding 
  his quarters. Kreg is the chief reason the albino apes 
  haven’t overrun the trolls yet.  
  63. KREG’S 
  QUARTERS. 
  This 
  cave 
  is 
  sumptuously 
  appointed, with thick rugs, overstuffed furniture, and 
  luxurious wall hangings. Closer inspection will reveal 
  that all is moldy, fraying, and much worn. If Kreg is 
  not in his throne-room (Area #62), he will be here, 
  enjoying the fruits of his leadership of the trolls. His 
  concubine Seratha, a succubus, is here as well (26 
  h.p.). Hidden under the rotting rugs is a trap-door 
  concealing the demons’ treasure-trove; 1,500 p.p, 
  14 gems, 6 pieces of jewelry, and a druid scroll with 
  the spells animal growth, pass plant, and wall of fire. 
  64. KITCHEN SLAVES. A pair of ogresses (15,16 h.p.) are 
  chained to the walls of this room. If attacked, they 
  will defend themselves, but if freed they will gladly 
  help rescuers (for a time, anyway), as they greatly 
  resent their servitude to the trolls. This cave is very 
  smoky, owing to the cooking fire that burns in the 
  middle, and is stuffed with the makings of the sort of 
  food trolls find to their taste.  
  65. TROLL GUARDS. Four trolls are here on guard duty at 
  any given time (33,34,34,35 h.p.). 
  66. FOREST OF FUNGI. Depending on the vantage point, 
  those gazing upon its majestic view could see a lake 
  at the base of the waterfall (location C), a small river 
  leading away from it, and a bewildering array of 
  fungus and mushrooms of all shapes, sizes, and 
  colors both natural and unnatural. Ledges and 
  shelves stud the walls at irregular intervals, and dim 
  cave mouths can be seen to disappear into the 
  walls. 
  The 
  whole 
  is 
  suffused 
  with 
  a 
  dim 
  phosphorescence that allows the whole of the 
  scene to be taken in, but which is far too dim to 
  allow any sort of detail to be made out. Far above, 
  the ceiling is studded with both stalactites and 
  piercers; it is fairly inevitable that characters walking 
  around the forest will pass underneath one and thus 
  trigger an attack. The game master should roll 2d6; 
  one for the “tens” and one for the “ones”. That is the 
  time that can be spent walking around (in minutes) 
  before the first piercer attack. If the party splits up, 
  roll separately for each group. Roll randomly to 
  determine the number of hit dice the attacking 
  piercer possesses. Once the first attack is done with, 
  roll again to determine the time until the next attack. 
  Only retreating into one of the side caves will protect 
  the characters fully from such attacks from above.  
   
  The fungus forest is carefully tended by a colony of 
  myconids who have their safe place where they 
  perform their daily melding in Areas #68-70. The 
  following mushroom-men are part of the colony: 
  30x1 HD (4 h.p. each), 26x2 HD (9 h.p. each), 18x3 
  HD (13 h.p. each), 8x4 HD (16 h.p. each), 6x5 HD 
  (22 h.p. each), and the king (6 HD, 33 h.p). They 
  can be found as normal random encounters, but for 
  every 15 minute span that is spent in the fungus 
  forest, there is a 25% chance of spotting a myconid 
  carefully tending or harvesting the crop (determine 
  HD randomly by rolling 1d20: 
   
   1-10:  
  1 HD 
   11-15:  
  2 HD 
   16-17:  
  3 HD 
   18-19:  
  4 HD 
   20:  
  5 HD 
   
  Location A is a natural ramp up the side of the 
  cavern wall that leads to Area #24 on Level 9: THE 
  GREATER CAVES. 
   
  Location B is a natural free-standing ramp that leads 
  to Area #47 on Level 10: THE LESSER CAVERNS.  
   
  Location C is a large pond at the base of the 
  waterfall that enters the cavern near the ceiling, its 
  
  Castle of the Mad Archmage 
   
   
   
  102 
   
  edge sporting a few moss-covered boulders. See 
  Area #67 for more information. 
   
  Location D is a slow-moving river that flows from the 
  pond (location C, which is itself fed by the waterfall) 
  to the whirlpool (location E). 
   
  Location E is a large, slow-moving whirlpool. The river 
  (location D) flows into a pool, which itself is 
  constantly draining into a hole some 40’ below the 
  surface. This has the effect of creating a giant 
  whirlpool effect; anyone entering the pool will be 
  sucked into the whirlpool and pulled under in 2 
  rounds unless they are able to make a successful 
  bend bars roll. It is possible, of course, for a 
  companion to throw a rope or other contrivance, 
  but such attempts would be made at a 25% 
  penalty due to the rapidly swirling waters (and 
  victims). Anyone sucked into the whirlpool will surely 
  drown, or (if they have some means of breathing 
  water) eventually find themselves in the Lake of 
  Unknown Depths; a large freshwater lake fifty miles to 
  the northwest.  
   
  Location F is a bridge over the river. It is made of 
  stone, and only has room for one person to cross at 
  a time. Beneath it lives a giant two-headed troll (50 
  h.p.) who will, if he detects someone approaching 
  “his” bridge, demand all of the party’s food and drink 
  in their possession in order to cross. If the player 
  characters balk, he will accept a halfling or gnome, 
  “if you happen to have a spare”.  
   
  Location G is a slope up to Area #78 on Level 10: 
  THE LESSER CAVERNS. Note that if the hill giants in 
  Area #42 on Level 9: THE GREATER CAVES have a 
  lookout on the ledge (50% chance), he may well 
  hurl some boulders at intruders, and warn his 
  compatriots that company is coming.  
   
  Location H is a natural stone ramp that leads up to 
  Area #61 on Level 9: THE GREATER CAVES.  
   
  Location I is a natural ramp that leads up the side of 
  the cavern wall to Area #48 on Level 9: THE GREATER 
  CAVES.  
   
  Location J is a natural ramp that leads up the side of 
  the cavern wall to Area #62 on Level 10: THE LESSER 
  CAVERNS.  
   
  Location K is a giant 30’ mushroom that towers over 
  its neighbors. If it is inspected carefully (without 
  touching it), a single (blue, if they happen to ask) 
  caterpillar can be found on it. If the caterpillar is 
  touched, everyone within 20’ will be instantly 
  teleported to Area C of the Woods of Trees and 
  Giant Fungi in Dungeonland. It will appear as if the 
  surroundings change, but the mushroom itself has 
  remained the only constant.  [DESIGNER’S NOTE: This 
  is none other than a portal to the (in)famous TSR 
  module Dungeonland, inspired by the Lewis Carroll 
  stories of Alice in Wonderland.  The party is 
  transported to its analog of the hookah-smoking 
  caterpillar. Enjoy!] 
   
  Locations L are patches of giant puffball fungi. There 
  will be from 13-24 of the things spread about the 
  area. Causing them any sort of damage, as by 
  hitting them with arrows, etc., will cause them to 
  explode, spreading spores in a cloud 2-24’ in 
  diameter. Those in the area of effect must make a 
  saving throw vs. poison; those failing the saving throw 
  will have breathed in the spores and will die in 1-6 
  turns from the fast-growing fungi growing inside their 
  lungs. A cure disease spell will destroy them. If they 
  are handled gently, however, they can be softly 
  compressed into a sort of “deflated bag”. Once that 
  happens, the flesh is most nutritious, with a single 
  puffball equal to a week’s worth of iron rations, but 
  only taking up half the space.  
   
  Locations M are patches of giant scarlet cap fungi. 
  If they are disturbed in any way, they will release their 
  spores on anyone passing within 6’. Any so affected 
  who fails a saving throw vs. poison will be afflicted 
  with hallucinations for the next 3-18 rounds: 
   
   1-3:  
  See 4-20 humanoids attacking, and  
    
  respond appropriately. 
   4-7: 
  Believe earnestly that another party  
    
  member has been possessed by a  
    
  demon. 
   8-9: 
  Sees the “true” nature of the fungi forest 
    
  as a completely empty cave filled with 
    
  black-eyed halflings plotting against him. 
   10: 
  Believes he can speak the secret  
    
  language of mushrooms, and spends his 
    
  time learning their horrible, horrible,  
    
  secrets. 25% chance that these “secrets” 
    
  are still believed once the spores wear 
    
  off. 
   
  Locations 
  N 
  are 
  patches 
  of 
  ordinary 
  giant 
  mushrooms which are covered with either yellow 
  mold (50%), brown mold (25%) or black mold (25%; 
  see APPENDIX III: New Monsters for details). Since the 
  molds are growing on the giant mushrooms, there is 
  a 65% chance they will not be immediately 
  recognized.  
   
  Locations O are patches of shriekers and violet fungi. 
  There will be 4-12 of the former (3 HD; roll for h.p.) 
  and 1-6 of the latter (ditto).  
  67. LANDING. A giant bloodworm (29 h.p.) will usually be 
  found lying on the shore of the pond, half-in and 
  half-out of the water, and thus easily mistaken for the 
  moss-covered rocks that abound on its verges. Note 
  that if the hill giants in Area #42 on Level 9: THE 
  GREATER CAVES have a lookout on the ledge (50% 
  chance), he may well hurl some boulders at 
  intruders.  
  68. GUARDIAN. The myconids from Area #66 have a 
  guardian which stays here unless needed to defend 
  
   
   
  Level Eleven: The Greater Caverns 
  103 
  the colony. The animated corpse of a manticore 
  (originally from Area #78; 35 h.p.; always strikes last 
  each melee round). About a quarter of the body 
  has been replaced by fungal parts, giving it a truly 
  horrific appearance. 
  69. MYCONID SAFE PLACE. It is in this cave that the 
  myconid colony from Area #66 retires for their eight 
  hour rest period. To an untrained eye, this could look 
  just like an enormous toadstool ring, as the fungus 
  men will be completely immobile. The manticore-
  corpse from Area #68 will be set to guard them 
  while in this state, and only Jored Mercaw from Area 
  #73 would be allowed to enter. Note that any hostile 
  action against the myconids while in this state would 
  cause of release of their distress spores, breaking the 
  melding and bringing them all too instant awareness 
  and blood-lust. 
  70. MUSHROOM KING’S LABORATORY. It is here that the 
  king 
  of 
  the 
  myconids 
  conducts 
  myriads 
  of 
  experiments on the various fungi and mushrooms 
  that grow in the forest, and turns them into potions of 
  various odd sorts. There are several tables with 
  recognizable, if somewhat oddly and unevenly 
  shaped, glassware, retorts, alembics, etc. The 
  following potions are currently on hand: climbing, 
  flying, extra-healing, fire resistance, oil of slipperiness, 
  treasure finding, and undead control. 
  71. JOURNEY FROM THE RED PLANET. This cave is 
  venerated by the apes, as it is the landing point for a 
  gate on the Red Planet whence they came. The 
  walls and floors are covered with various trinkets and 
  other shiny objects that the apes have found suitably 
  nice 
  to 
  decorate 
  the 
  place, 
  although 
  the 
  teleportation mechanism from the other side has not 
  been activated in many years. There are a total of 
  30 low-value gems here, in and amongst the 
  detritus. 
  72. LADY BEETLES. A colony of 20 lady beetles is here 
  (10,10,10,11,11,12,12,13,13,14,14,14,15,16,16,17, 
  17,18,19,19 h.p.; see APPENDIX III: New Monsters for 
  details). They are fairly innocuous unless attacked.  
  73. A VERY STRANGE PRIEST. This cave serves as the 
  home of one Jored Mercaw, a rare “myconic druid” 
  (Human D10; 44 h.p.; AC 6 (leather & DEX); spells 
  memorized: fungus friendship, entangle, faerie fire 
  (x2), locate fungus, purify water, shillelagh, charm 
  fungus, charm person or mammal (x2), cure light 
  wounds, 
  fungus 
  growth, 
  protection 
  from 
  fire, 
  mushroom, dispel magic, mushroom door, speak 
  with fungus, insect plague, transmute rock to mud; 
  see APPENDIX V: New Spells for details where 
  applicable), armed with a staff and a dagger 
  +2/+3 vs. mammals. He also bears a scarab of 
  protection, a pair of gauntlets of dexterity, wears 
  eyes of minute seeing, and has a ring of 
  sustenance. He carries a number of fungus-based 
  potions with him as well; invisibility, haste, mammal 
  control, extra healing, and ESP. He has packets of 
  the myconid spores for distress, rapport, and pacifier 
  effects. Like other myconic druids, his charisma has 
  suffered from his skin playing host to minor forms of 
  fungal life (CHA 6), but he is an affable enough 
  chap if approached in a non-threatening manner. 
  Jored will only be in his quarters 30% of the time; the 
  rest of the time he will be wandering about the 
  fungus forest (Area #66) or communing with the 
  myconids who dwell there. A pair of ustilagors (17,18 
  h.p.) guard his home when he is away and jump on 
  him affectionately when he returns. Aside from the 
  normal sort of furnishings a recluse might require, 
  there is a large chest with a small cache of 350 p.p. 
  and 10 gems hidden beneath the bed. [DESIGNER’S 
  NOTE: The remaining details of the myconic druid 
  are left to the game master to determine. Suffice to 
  say he’s a druid with an inordinate affection for 
  mushrooms and fungi, and perhaps a certain 
  misanthropy.]  
  74. BEETLES. A nest of six bombardier beetles (10,11,11, 
  12,13,14 h.p.).  
  75. GUIDEPOST. In the middle of this five-way intersection 
  of the cavern passages there is a 7’ tall pillar of 
  rough-shaped basalt. Jutting out in the five different 
  directions are carved hands, each pointing to a 
  different passage.  
  76. VIBRATING TUNNEL. The composition of the walls and 
  floor of this tunnel are such that walking will produce 
  a noticeable tremor; not enough to loosen any 
  stones (which have long since fallen if they were 
  going to fall), but which is nonetheless present. At 
  the very end of the tunnel is a knife +1. 
  77. APE OUTPOST. This is the farthest outpost of the 
  carnivorous albino apes, and it is often the case that 
  those sent here will be fewer in number on their 
  return. Five of the beasts are here now (24,25,25,26, 
  27 h.p.; see APPENDIX III: New Monsters for details). If 
  attacked, 1-3 will immediately flee to the east, to 
  warn the rest of the tribe, but in reality to get out of 
  the dangerous posting.  
  78. MANTICORES. A trio of manticores dwells here 
  (27,30,36 h.p.). They will often be found out in the 
  fungus forest in search of prey. They have four large 
  iron chests that contain 8,000 c.p., 2,000 s.p., 5 
  gems, and a scroll of protection from petrification. 
  79. AMBUSH. The doppelgangers in Area #85 will use this 
  cave as an ambush point when they wish to take out 
  another of the apes in Area #77. They will simply 
  leave food here and wait for one of the apes to get 
  hungry and investigate. Then, wham! 
  80. SLOPE. This tunnel slopes noticeably downwards at a 
  steep (20%) grade, but then ends abruptly.  
  81. DEAD END. This tunnel ends in an abrupt dead end.  
  82. CAVE. This cave is notable only for the many 
  hundreds of tiny stalactites and stalagmites which 
  cover the ceiling and floor, respectively.  
  83. RAIN BEETLES. A pair of rain beetles lairs here (22,23 
  h.p.; see APPENDIX III: New Monsters for details). 
  There are also two long-dead corpses, one of which 
  is wearing a ring of protection +3 and the other 
  wearing scale mail +2. 
  84. ALCOVE. This alcove is lit by a continual light spell. 
  85. DOPPELGANGERS. Four doppelgangers dwell here 
  (17,17,19,20 h.p.). They have been steadily preying 
  on the ape guards sent to Area #77, using an 
  ambush in Area #79. In addition, they have 
  
  Castle of the Mad Archmage 
   
   
   
  104 
   
  amassed a trove of some 6,000 e.p., which they 
  keep in a large stone chest.  
  86. SLAAD OUTPOST (Areas #86-91). The dreaded slaad 
  of limbo have established an outpost in this out-of-
  the-way corner of the dungeons, perhaps attracted 
  by the chaotic and whimsical nature of the place, 
  perhaps to the immense magical power it 
  embodies, or perhaps because of some inscrutable 
  reason of their own. Six red slaad (30,30,32,33,34,35 
  h.p.) and one green slaad (42 h.p.) will be on guard 
  here at any given time. If disturbed by intruders one 
  slaad will immediately race down the tunnel to the 
  west to warn the rest of the outpost. The slaad will 
  occasionally send out patrols and occasionally full-
  scale expeditions into the fungus forest and beyond.   
  87. RED SLAAD BARRACKS. Six red slaad are here 
  (30,31,31,32,34,34 h.p.), with room for three more. 
  There are three large unlocked chests each 
  containing 2,000 g.p.  
  88. RED SLAAD BARRACKS. Six red slaad will be found 
  here (31,31,31,33,35,36 h.p.), with obvious room for 
  three more. There are five large unlocked chests 
  containing a total of 14,000 s.p. and 2,000 p.p. 
  89. SLAAD SERGEANTS. Two green slaad (40,41 h.p.) are 
  housed here, and there is room for one more. 
  Hidden in a secret cache is a large chest with 
  20,000 g.p. inside.  
  90. SLAAD CAPTAIN. A single grey slaad (50 h.p.) dwells 
  here in comfort and near-splendor. Note that the 
  captain will appear as a human initially, using his 
  innate power of polymorph self. The captain, one 
  Yignish by name, has a small pouch with 50 p.p., 
  and also carries with him a long sword of submission 
  +2 (acts as a trident of submission) and a girdle of 
  cloud giant strength. There are four ornate rugs worth 
  500 g.p. each, a candelabra of silver worth 350 
  g.p., an enormous beaten mirror worth 400 g.p., 
  and a gold-chased divan worth 700 g.p. 
  91. “MEDITATION” ROOM. This is where Yignish will 
  sometimes go for “meditation”; at such times his 
  troops have orders that he is not to be disturbed 
  except in the direst of circumstances. In reality, he 
  will be roaming the Castle halls on a secret mission 
  for his slaad masters. There is a 10% chance that he 
  will be so engaged at any given time.  
  
   
   
  Level Twelve: The Catacombs 
  105 
  Level Twelve: The Catacombs 
   
  Here there be dragons! 
   
  This level is mostly given up to a collection of the various 
  evil dragon types and their servants. The dragon men 
  function as both servants and guardians; the dragons will 
  never be caught asleep without a coterie of their faithful 
  warriors standing guard. The dragon men are very 
  cunning, and if they are aware of intruders, they will set 
  up scouts, patrols, ambushes, etc.  
   
  There also exists a sub-level, consisting of a number of 
  hidden corridors and stairways. Some of these passages 
  run underneath the main sections of the level, and the 
  players may believe they have found an entrance to the 
  thirteenth level, when in fact what they have found is 
  simply a sub-passage. These sub-passages harbor 
  nothing but venomous creatures of various types, and no 
  treasure, thus serving as a drain on player resources.  
   
  The ceilings in the main section are 20’ high unless 
  otherwise noted, those in the sub-passages (Areas #52-
  66) are the standard 10’ high. If examined, the high 
  shadowy reaches of the corridors are lined with various 
  twisting and turning pipes, which form a perfect hiding 
  place for snakes and the like.  
   
  It is recommended that the game master utilize 
  whatever extended abilities for dragons are available in 
  his particular rules set. Dragons should be more effective 
  than a simple claw-claw-bite and three breath weapons 
  per day. Allowing for unlimited breath weapons, wing 
  buffets, rear claw attacks, etc. will make the beasts 
  much more fearsome opponents. Also, don’t forget the 
  automatic fear effects that some rules systems employ, 
  which will strip away low-level hirelings and henchmen as 
  they flee in sheer panic. 
   
  This level has direct access to Levels 11 and 13.  There 
  are four maps: northwest, northeast, southwest, and 
  southeast. 
   
  Table 12.1: Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place. If the player characters are in 
  the sub-level, the encounter will automatically be with 
  whatever creature has a lair nearest. Otherwise, roll on 
  the following table. 
   
   
  Roll 
  Encounter 
  1 
  Dragon patrol. 3-8 (1d6+2) of the servants of 
  the nearest dragon: dragon men, skeletons, 
  etc. There is a 30% chance that if the dragon 
  has an especially powerful servant, it will be 
  here as well.  
  2 
  Dragon patrol. As above. 
  3 
  Dragon patrol. As above. 
  4 
  Dragon. A dragon from one of the five colored 
  dragon lairs is out in search of food. It will be 
  accompanied by 4-12 servants.  
  5 
  Other creature. Depending on what is closest, 
  either the purple worm from Area #2, the 
  beholder from Area #36 (alone 40%, with his 
  half-orc slave 40%, and the half-orc alone 
  20%), the vampire from Area #51, or the 
  dracolisk from Area #45.  
  6 
  Other creature. As above. 
  7 
  1-3 giant amphisbaena snakes 
  8 
  1-4 giant spitting snakes 
  9 
  1-3 giant poisonous snakes 
  10 
  Giant constrictor snake 
  11 
  Basilisk 
  12 
  Dungeon Dressing (use table 12.2) 
   
  Table 12.2: Dungeon Dressing 
   
   
  Roll 
  Encounter 
  1 
  Bent and broken military fork.  
  2 
  Scream off in the distance (roll direction 
  randomly) 
  3 
  Dragon scale (color will be determined by 
  closest dragon lair) 
  4 
  Pipes overhead bang for 1d4 segments, then 
  stop 
  5 
  A battered tin cup 
  6 
  Graffiti: “Ask the tree!” 
  7 
  4 burned out candle stubs 
  8 
  A small round hat with a white feather in the 
  brim 
  9 
  Marked on the wall in yellow chalk: “A.S. �” 
  10 
  The smell of roses 
  11 
  An empty leather scroll case 
  12 
  Special (see APPENDIX IV: Special Random 
  Encounters) 
   
  ENCOUNTER AREAS 
   
  1. 
  CAVED-IN CHAMBER. There is a large hole in the 
  ceiling, which leads 60’ up until it reaches Area #1 
  on Level 11: THE GREATER CAVES. Beneath it there is 
  a large pile of rubble, almost reaching the level of 
  the ceiling. Approximately 20’ up in the hole, there is 
  a 5’ tunnel that intersects it. This small tunnel, after 
  many dark twists and turns, leads up and up and up 
  until it links up with an entire network of dank 
  passages, and finally emerges in a cave near the 
  surface.  
  2. 
  PURPLE WORM. This chamber has been taken over 
  as the lair of a large purple worm (84 h.p.). It will 
  often be found in the corridors searching for food, 
  and is indiscriminant about dining on dragon men, 
  rothé 
  from 
  above, 
  or 
  adventurers. 
  It 
  has 
  accumulated some precious items over the years, 
  which have been expelled willy-nilly about the 
  place; 6,000 c.p., 1,000 s.p, and 8 gems.  
  3. 
  RED DRAGON. Six of the red dragon men from Areas 
  #4-7 will be on guard duty at the entrance to this 
  chamber at any given time. They are very attentive 
  to both of the corridors leading here, and thus will be 
  
  Castle of the Mad Archmage 
   
   
   
  106 
   
  surprised only 1 chance in 10, and if possible one 
  will rush off to alert the other dragon men and get 
  reinforcements if hostile intruders appear. The walls 
  of this chamber are clad in huge blocks of basalt 
  without other adornment. Within dwells Skovilarch, an 
  enormous and ancient red dragon (11 HD; 88 h.p.; 
  spells memorized: detect magic, sleep, ESP, mirror 
  image, haste, hold person, confusion, polymorph 
  self), able to speak draconic, common, lizard man, 
  and orcish. He sleeps (20% chance at any given 
  time) on an enormous pile of treasure: 20,000 c.p., 
  50,000 s.p., 30,000 g.p., 45 gems, 20 pieces of 
  jewelry, a helm of brilliance, a mace of disruption, 
  splint mail +4, and a rope of climbing. In addition, 
  there is a small box (unlocked, but with a poison 
  needle trap on the latch, save vs. poison or die) 
  containing potions of climbing, extra healing, 
  human control (human), and treasure finding. In 
  addition, Skovilarch’s butler, Svein Copperbeard, a 
  fire giant (56 h.p.), bearing an enormous sword with 
  a +2 enchantment (treat as a two-handed sword if 
  wielded by a man-sized character) is also here. He 
  keeps a supply of 10 rocks handy to throw at 
  intruders if necessary.  
  4. 
  RED DRAGON MEN QUARTERS (Areas #4-7). The 
  passages leading to these rooms, as well as the 
  rooms themselves, have 10’ high ceilings. Note that 
  some of the dragon men will be absent from their 
  actual bunk-rooms, as some will be serving as 
  guards in Area #3, some will be in this room, etc. 
  This is the common room of the dragon men; there 
  are tables, benches, meat and drink, and games 
  (knucklebones, a dart board, etc.). Normally there 
  will be 4-8 dragon men from the other areas in this 
  room at any given time.  
  5. 
  There are a dozen red dragon men quartered here 
  (25,25,25,26,26,27,27,28,28,29,29,30 h.p.), armed 
  with morning stars and longbows (each has a quiver 
  with 20 arrows). Each has 20 g.p. Careful count will 
  reveal sixteen bunks. 
  6. 
  Nine red dragon men are here (25,25,26,26,27,28, 
  29,30,31 h.p.), armed with broadswords and javelins 
  (3 each). Each has 20 g.p. There are twelve bunks.  
  7. 
  Ten red dragon men are quartered here (25,26,27, 
  28,29,29,29,30,30,31 h.p.), armed with glaives and 
  heavy crossbows (each with 20 bolts). Each has 20 
  g.p. 
  8. 
  ONE-ARMED BANDITS.  Note that the passage 
  leading to this room has a ceiling only 10’ high, as 
  does the room itself. Within this room are nine large 
  machines of some bright silver material, before 
  each of which sits a high stool. The machines are 
  covered with brightly blinking lights, and three tiny 
  windows are in the middle of each. After depositing 
  up to 100 coins (of whatever type), the single arm 
  on the right of a given machine can be pulled, 
  causing the figures within the three windows to begin 
  spinning. If a winning combination comes up, the 
  appropriate number of coins will spill out of a slot in 
  the front of the machine. To determine the 
  outcome, roll 3d6: 1=axe, 2=sword, 3=wand, 
  4=mace, 5=dagger, 6=dragon (see Appendix F in 
  the AD&D Dungeon Master’s Guide for payouts for 
  any given roll). One of the stools is occupied by a 
  wizened old woman, who sits upon it with an 
  earthenware jug into which she puts her winnings, 
  and from which she draws coins to feed the 
  machine. She will largely ignore anyone else in the 
  room, aside from complaining about the stingy 
  machine, nevertheless single-mindedly putting coins 
  into it, pulling the lever, and waiting for the outcome. 
  She is, in fact, Grizelmot, a night hag (53 h.p.) in 
  human form, who will only attack the player 
  characters if she is herself attacked, or if her 
  attempts to beat the machine are interrupted.  
  9. 
  MOVING STATUE. Note that the passage leading to 
  this room has a ceiling only 10’ high, as does the 
  room itself. This room is home to a large (9 ½’ high) 
  statue of a beautiful woman wearing a stola-like 
  garment. However, each time the room is entered 
  (10 minute minimum between visits), the statue will 
  be in a different part of the room (roll 1d8; 1 = 
  northeast, 2 = east-middle, 3 = southeast, 4 = 
  southwest, 5 = west-middle, 6 = northwest, 7 = 
  center, 8 = missing altogether), and in a different 
  pose: 
   
   Die Roll 
  Pose 
   
  1 
  Hands behind head, alluringly 
   
  2 
  Hands extended before face, looking 
   
   
  away 
   
  3 
  Arms spread wide, welcoming 
   
  4 
  Seated, legs crossed in yoga-like pose 
   
  5 
  Arms at sides, legs straight 
   
  6 
  Arms posed as if firing a bow 
   
  7 
  Head in hands, in grief 
   
  8 
  Hands held out, as if holding a bowl 
   
  The statue is, in fact, a stone golem (60 h.p.). It will 
  be completely motionless unless attacked (any sort 
  of spell casting directly upon it will set it off, including 
  detect magic, as well as any sort of damage-
  inducing action, more general spells such as 
  augury, however, are not cast upon the golem itself, 
  and will therefore not activate it), or if the room is 
  entered twice in any ten-minute period by the same 
  person (the person must go a full 50’ from the 
  entrance of the room, and then return, in order to 
  trigger the effect). It will never change position when 
  there is anyone within 50’ of the room. It will 
  automatically follow the commands of any elf 
  wearing predominantly yellow clothing.  
  10. BLUE DRAGON MEN (Areas #10-12). Note that the 
  ceilings in these rooms and the adjoining hallways 
  are only 10’ in height, and some of the dragon men 
  quartered in these areas will be elsewhere at any 
  given time, for example Area #13. Nine blue dragon 
  men lair here (20,20,21,22,23,23,24,24,24 h.p.), 
  armed with two-handed swords and throwing axes. 
  Each has 15 g.p. There are twelve bunks. 
  11. Thirteen blue dragon men sleep in this chamber (20, 
  20,20,21,21,21,23,23,23,23,23,24,24 h.p.), armed 
  with tridents and short bows (20 arrows each). Each 
  has 15 g.p. There are fourteen bunks. 
  
   
   
  Level Twelve: The Catacombs 
  107 
  12. Eight blue dragon men are quartered here 
  (20,20,20,21,21,22,22,22 
  h.p.), 
  armed 
  with 
  footman’s maces and light crossbows (20 bolts 
  each). Each has 15 g.p. There are fourteen bunks 
  here. 
  13. BLUE DRAGONS. Five blue dragon men from Areas 
  #10-12 will be guarding the entrance to this 
  chamber, and one will speed off for reinforcements 
  if hostile intruders attack. Within the chamber is a 
  mated pair of blue dragons. Vorgerimius is an 
  average-sized ancient male (9 HD; 72 h.p.) who can 
  speak draconic, common, elvish, halfling, and 
  peryton. About his head whirls a pale lavender 
  ellipsoid ioun stone which can absorb up to 25 spell 
  levels (up to 4th level spells are affected) before 
  burning out. His mate, Ynfiligret, is a small, very old 
  female (8 HD; 56 h.p.) who can speak draconic, 
  common, and orcish. They sleep (30% chance of 
  either being asleep at any given time) on an 
  enormous pile of treasure: 80,000 s.p., 20,000 e.p., 
  20,000 g.p., 5,000 p.p., a staff of power (20 
  charges), a ring of swimming, and a brazier 
  commanding fire elementals. Note that the pair can 
  never be subdued, as they will fear for the safety of 
  their eggs in Area #14. 
  14. SECRET CHAMBER. (Note that the secret door to this 
  chamber is 10’ above the floor, and thus will not be 
  detected in an ordinary check for secret doors.) 
  Vorgermius and Ynfiligret have hidden their most 
  valuable treasure here; a clutch of 6 blue dragon 
  eggs, each nestled safely in a bed of warm sand. 
  The eggs should hatch in a few years. In the 
  meanwhile, they are guarded by a pair of blue 
  abishai (scaley) devils (24,26 h.p.). The ceiling here 
  is only 10’ high.  
  15. WELL BOTTOM. This chamber is at the bottom of a 60’ 
  circular well that leads up to Area #38 on Level 11: 
  THE GREATER CAVERNS. The albino apes from the 
  level above will regularly toss down sacrifices of food 
  (often from the rothé herd found on the level, 
  amongst other sources) and occasionally valuables. 
  This keeps the dragons on this level sated, which the 
  apes find a perfectly adequate state of affairs.  
  16. WHITE DRAGON MEN (Areas #16-19; note that some 
  will be in Area #20 as guards). These rooms and the 
  short passage leading to them all sport 10’ high 
  ceilings. 2-7 white dragon men from Areas 17-19 will 
  be here at any given time; there are tables, 
  benches, food and drink, etc.  
  17. A dozen white dragon men are quartered here 
  (15,15,16,16,17,17,17,17,18,18,19,19 h.p.), armed 
  with maces and light crossbows (20 bolts each). 
  Each has 12 g.p. There are fourteen bunks. 
  18. Ten white dragon men dwell here (15,15,15,16,16, 
  17,17,17,17,18 h.p.), armed with bardiches and 
  daggers. Each has 12 g.p. There are fourteen bunks.   
  19. Nine white dragon men bunk here (15,15,15,16,16, 
  17,17,18,18 h.p.), armed with longswords and 
  longbows (20 arrows each). Each has 12 g.p. 
  20. WHITE DRAGON. Six white dragon men from Areas 
  #16-19 will be guarding the entrance to this 
  chamber, and if possible, one will attempt to rouse 
  reinforcements if hostile intruders attack. Within 
  dwells Frostbite, a huge and ancient white dragon (7 
  HD, 56 h.p.), who neither speaks nor uses magic. He 
  does, however, sleep upon an impressive pile of 
  treasure (60% chance of being asleep, but the 
  dragon men will awaken him if possible): 15,000 
  s.p., 12,000 e.p., and a sword +3 frost brand.  
  21. BROOM CLOSET. This room has a number of brooms, 
  mops, buckets, bottles of soap, brushes, rags, etc. 
  There is a single large metal can on wheels with a 
  handle, allowing it to be pushed so trash may be 
  collected more easily.  
  22. DISORIENTATING ROOM. Note that all the passages 
  leading to this room and #23 have 10’ high ceilings, 
  as does this room itself. This room is lit by continual 
  light, and has several large couches and tables 
  upon which there is to be found a pitcher of wine 
  and five goblets (worth 15 g.p. each), as well as two 
  large wing-back chairs. Three rounds after the room 
  is entered, all three doors will slam shut, the light will 
  wink out for a few seconds, and then will return to 
  show the furniture completely rearranged, and 
  anyone inside left with no idea of their directional 
  orientation (this applies to dwarves and the like as 
  well, but not to magical means such as an arrow of 
  direction). Roll 1d4 to establish an arbitrary “north”. 
  The (real) northern (false) door is a trap; anyone 
  attempting to open it will be sprayed with oil of 
  monster attraction (see APPENDIX II: New Magic 
  Items for details).  
  23. CUBE. The door to this room bears the inscription 
  “CUBE”. The ceiling of this small room is 20’ high 
  (making the room most definitely not a cube, but 
  don’t point that out to the players). The door will 
  automatically close 1 round after it is opened. Once 
  this happens, or if it is closed manually beforehand, 
  it will lock, and a trap door in the ceiling will open 
  up, dropping a gelatinous cube into the room (20 
  h.p.). Anyone in the room when that happens must 
  automatically save vs. paralyzation, and will suffer 
  an automatic 2-8 h.p. of damage per round as the 
  ‘cube’s digestive enzymes go to work. After an hour, 
  the ‘cube will be lifted back up into the space 
  above by means of an elevator hidden in the floor, 
  the trapdoor reset, and the door will automatically 
  unlock. Can’t say they weren’t warned.  
  24. THE TREE OF KNOWLEDGE. Growing in a hole in the 
  stone floor in the southeast portion of this room is a 
  very broad tree of unknown type (even a druid 
  would find it impossible to determine its exact 
  species), with its limbs forming a canopy above, 
  brushing up to the ceiling. Despite the fact that there 
  is no natural or artificial light in the room, the tree 
  seems to be flourishing. It bears no fruit or flowers, 
  but every once in a while the leaves seem to flutter 
  in a breeze that only the tree itself feels. It will radiate 
  both magic and good if detected for. Anyone 
  sleeping beneath the tree for a period of 6 
  consecutive hours or more will be affected, 
  depending on their nature. Paladins and clerics of 
  good alignment will have their wisdom score 
  permanently increased by one point. Elves of non-
  
  Castle of the Mad Archmage 
   
   
   
  108 
   
  evil alignment will find their level limits raised by one. 
  All others of non-evil alignment will find themselves 
  the recipient of a dream, the equivalent of a 
  divination spell, which can be applied to any 
  situation in the next month (the player need merely 
  say that the dream he or she received now will 
  apply, and all of a sudden the dream will “make 
  sense” in that context). Any evil creature will have 
  nightmares that negate the healing effect of 
  sleeping, but will themselves have the effect of an 
  augury spell, at their discretion sometime in the next 
  month, with no chance of failure of the spell (but 
  they won’t know that). The permanent effects can, of 
  course, only be obtained once, but the dreams can 
  be summoned once per month. If a good 
  cleric/paladin or non-evil elf sleeps beneath the tree 
  for a second time, they will receive a dream of 
  appropriate type. While any creature is sleeping 
  beneath the tree, there will be no wandering 
  monster encounters in this area (but once again, the 
  player characters won’t know that).  
  25. HUGE VAULTED CHAMBER. The ceiling of this vast 
  room soars some 40’ above the floor, supported by 
  buttressed arches. It is decorated with a dozen 
  gargoyles at regular intervals, some halfway up the 
  ceiling. If any of these is in any way attacked or 
  damaged, the rest will come to life and attack those 
  responsible 
  (20,20,21,21,21,22,22,23,23,24,24,25 
  h.p.).  
  26. WATERWAY. The floor of the southern portion of this 
  corridor is even with a fast-moving stream of water 
  that comes in from a large pipe in the eastern end 
  of the trough and disappears through a barred 
  culvert 
  in 
  the 
  west. 
  The 
  waterway 
  itself 
  is 
  approximately 5 feet deep, and serves as a water 
  source for the inhabitants of the level. Roll for 
  random encounters at twice the normal frequency 
  in this area.  
  27. GAS. From this point onward, the corridors and 
  chambers are partially filled with bertholite gas. The 
  gas is visible, filling the air with a faintly greenish-white 
  vapor, which if breathed will cause 1d6 h.p. of 
  damage per round. Anyone breathing in the gas for 
  five consecutive rounds must make a saving throw 
  vs. poison every round thereafter. Failure indicates 
  the lungs have been damaged, resulting in a loss of 
  1 point of constitution for a period of 2-8 weeks; a 
  loss of four points results in one of them being 
  permanently lost. If a character’s constitution score is 
  reduced to 0, he or she dies immediately. The green 
  dragon men and green dragons beyond are 
  immune to the effects of the gas.  
  28. GREEN DRAGON MEN BARRACKS (Areas #28-31). The 
  ceilings here are only 10’ high. These chambers form 
  the living quarters for the dragon men who serve the 
  green dragons Anchil and Devonarch in Area #32. 
  This is a “common room”, with tables, benches, 
  cooking apparatus, etc. 3-6 (1d4+2) of the dragon 
  men from Areas #29-31 will be here at any given 
  time.  
  29. Ten green dragon men are quartered here 
  (20,20,21,22,23,24,24,25,25,26 h.p.), but there are 
  bunks for fifteen (if the PCs bother to count, that is). 
  Each has 20 g.p. on his person, and all are armed 
  with halberds and longbows (each has 12 arrows).  
  30. Six green dragon men dwell here (20,22,23,23,24, 
  25 h.p.), armed with halberds and longbows (each 
  has 12 arrows). Each has 20 g.p. 
  31. Eight green dragon men are here (20,20,21,21,21, 
  23,24,25 h.p.), armed with halberds and longbows 
  (each has 12 arrows), each carrying 20 g.p.   
  32. GREEN DRAGONS. Four green dragon men from 
  Areas #29-31 will be on guard duty outside the 
  entrance to this enormous room, and will alert their 
  masters if any intruders should approach. A pair of 
  green dragons dwells here. Anchil is an old and 
  average sized female mossback (8 HD; 48 h.p.; 
  spells memorized: charm person, shield, unseen 
  servant, ventriloquism, invisibility, web), able to speak 
  not only the draconic tongue but those of elves, 
  hobgoblins, and the common tongue. Devonarch is 
  an ancient and average sized male (8 HD; 64 h.p.), 
  also able to speak draconic and common. They 
  sleep (40% chance for each) upon an enormous 
  horde consisting of 45,000 s.p., 35,000 g.p., 66 
  gems, and 20 pieces of jewelry. The ceiling is 
  arched, and some 30’ high in the center. The walls 
  are decorated with frescoes depicting a bleak and 
  evilly oppressive sylvan scene; subtly distorted 
  woodland creatures with malicious eyes scurry in 
  and 
  about 
  black 
  and 
  twisted 
  trees, 
  thorny 
  underbrush, and brambles.  
  33. DESERTERS. A half-dozen dragon men of various 
  types are barracked here. They have all been 
  charmed at various times by the beholder (see Area 
  #36), who uses them as a first line of defense 
  against intruders, and also to infiltrate the lairs of the 
  various dragons. The exact composition of dragon 
  men types will vary; when the player characters first 
  encounter these guards, there will be one black (16 
  h.p.), two blues (22,23 h.p.), a green (25 h.p.), and 
  two reds (26,26 h.p.) present. The ceilings in the 
  corridors leading from the southern door are only 10’ 
  high.  
  34. BEHOLDER. There is a large gas spore here (1 h.p.), 
  which Grengotha (see Area #36) uses as a decoy to 
  fool intruders. The ceiling is 15’ high.  
  35. PIT TRAP. There is a covered pit trap here, some 30’ 
  deep and covered with spikes on the bottom. Those 
  falling into it will take 3d6 h.p. of damage and must 
  make a saving throw vs. paralyzation or take an 
  additional 1d10 h.p. of damage from the spikes. 
  The trap door will reset automatically in 5 rounds.  
  36. EYE TYRANT. Note that there are double-doors 
  leading to this room, whose ceiling is some 15’ high, 
  and which is the lair of Grengotha, a beholder of 
  monstrous size (6’ diameter, 75 h.p.). He maintains 
  an uneasy truce with the dragons on the level, all of 
  whom both fear and hate him, except for Skovilarch 
  in Area #3, who figures he is far enough away that 
  the beholder poses only a minor threat. His charmed 
  slave, Joppash, is a half-orc cleric-assassin of 
  exceptional ability who is totally loyal to his master 
  (C4/A9; 40 h.p.; AC -2 (chainmail +3, shield +2); 
  
   
   
  Level Twelve: The Catacombs 
  109 
  spells memorized: command, cause light wounds, 
  cause fear, hold person, silence 15’ radius; DEX 15). 
  Joppash is armed with a sword +1/+4 vs. reptiles 
  and a crossbow of accuracy (he has 20 non-
  magical bolts as well). In a locked metal chest in the 
  room is a bag filled with 25 gems, as well as potions 
  of invisibility, frost giant strength, extra healing, and 
  good dragon control (which Grengotha uses as an 
  incentive when dealing with the dragons on this 
  level; it has been promised to each of them at least 
  once).  There is also a scroll with the clerical spells 
  dispel magic and continual light. The key is hidden 
  on the lintel above the door. Both Grengotha and 
  Joppash will be found as random encounters on this 
  level, singularly and together, as the beholder seeks 
  to use its charm monster ability to recruit more of the 
  dragon men to its service.  
  37. BUZZING. Note that the passageway leading to this 
  room, as well as the room itself, has a 10’ high 
  ceiling. A faintly audible buzzing can be heard 
  coming from the other side of the door to this 
  chamber. The door is locked, and there is no key 
  readily apparent; it is, however, infested with 4 ear 
  seekers, which will attack if anyone attempts to listen 
  at the door without some sort of safeguard. The 
  room contains a large rotating cylinder studded with 
  small pipes, into which six bellows, worked by belts 
  that disappear into the floor, pump air. The loud 
  buzzing noise is coming from the air being forced 
  through the pipes. Atop the cylinder is a large brass 
  honeybee. If examined, there is a lid on the top of 
  the bee, which reveals a “dose” of royal bee jelly 
  (equivalent to 2-5 potions of extra healing, with each 
  also functioning as a cure disease spell, also can be 
  sold for some 500-1,000 g.p. to an alchemist).  
  38. FALSE DOOR TRAP. Note that the corridor leading to 
  this door has a 10’ ceiling. The door to the north is a 
  false one; anyone unlocking and then opening it will 
  simply see a brick wall beyond. Before that happens, 
  however, anyone touching the door will trigger a 
  barrage of poisoned darts in the walls that will cover 
  the whole of the 10’ section before the door. 3 darts 
  will attack each person in the area (maximum of 18 
  darts per barrage), attacking as a 12 HD monster, 
  doing 1d4 h.p. of damage and requiring a saving 
  throw vs. poison. If the save is successful, the target 
  takes an additional 15 h.p. of damage. If the save 
  fails, the target takes 25 h.p. of damage and loses a 
  point of strength for 25-36 (1d12+24) hours.  
  39. SKELETONS (Areas #39 - 42). Note that these rooms 
  and the passages leading to them have ceilings 
  that are 10’ high. Some of the skeletons in these 
  rooms will be elsewhere, particularly Area #43. This 
  particular 
  room 
  holds 
  24 
  regular 
  skeletons 
  (4,4,4,4,4,5,5,5,5,5,6,6,6,6,6,7,7,7,7,7,8,8,8,8 h.p.). 
  40. Eight greater skeletons are here (3 HD; 12,13,13,13, 
  14,14,15,15 h.p.; turn as ghoul, otherwise as normal 
  skeleton). 
  41. SKELETON LORD. The mightiest of Umagra’s servants, 
  a skeleton lord (9 HD; 57 h.p.; see APPENDIX III: New 
  Monsters for details), will be here unless he is in Area 
  #43 (40% chance).  
  42. Seven greater skeletons are here (3 HD; 13,13,14,14, 
  15,15,16 h.p.; turn as ghoul, otherwise as normal 
  skeleton).  
  43. UNDEAD DRAGON. Six greater and four regular 
  skeletons from Areas #39-42 will be on guard duty 
  here. This is the lair of Umagra, a very special 
  undead dragon, formerly a huge red, now an 
  immense draconic skeleton (13 HD; 104 h.p.; see 
  APPENDIX III: New Monsters for details). He has the 
  following spells memorized: friends, sleep, invisibility, 
  stinking cloud, dispel magic, slow, fumble, wall of 
  ice, hold monster, teleport. Rather than resting on a 
  pile of treasure as do most other dragons, Umagra 
  rests on an enormous pile of bones, belonging to 
  hundreds of different creatures of scores of different 
  types. Mixed in with the various disassociated bones 
  and skulls are a wand of frost (87 charges), boots of 
  levitation, and a phylactery of long years. There is a 
  40% chance that the skeleton lord from Area #41 
  will be here. The tapestries along the walls of this 
  room depict a very ordinary world; children play, 
  farmers till their fields, clerics preach from pulpits, but 
  each and every one of them is a skeleton, and in 
  the background various forms of the Great Reaper 
  can be seen, seemingly unseen by the figures in the 
  tapestries. They would be worth 10,000 g.p. each if 
  they could be removed and sold to a collector. 
  They are, however, immense, weighing some 500 
  lbs. each.  
  44. STAIRS DOWN. Both these staircases lead to Level 13: 
  THE MAZE. 
  45. DRACOLISK. Note that this chamber and the 
  passage leading to it have 10’ high ceilings. The 
  spawn of the black dragon in Area #50 and one of 
  the basilisks in the sub-level, the dracolisk (35 h.p.) is 
  both resentful and spiteful of its mother’s relative 
  wealth and status, and yet knows that it cannot be 
  bested in a fight. So it stews in this chamber when it 
  is not huntng for prey. It has but a small pile of 
  treasure, adding insult to its injury; only 1,000 p.p. 
  and 5,000 s.p., plus a pouch with 6 gems.  
  46. TEMPLE OF THE DRAGON QUEEN. This enormous and 
  high-ceilinged (50’ high) chamber is lit by continual 
  light spells and is dominated by an enormous statue 
  of the five-headed queen of evil dragons at the far 
  end (although the statue is still less than life-sized!), 
  with five heads representing the different chromatic 
  dragon types, each with a leering face and gaping 
  jaws. A silver-chased altar lies before the statue, and 
  there is a drum behind the altar on the floor; all 
  radiate magic if detected for. Upon the altar are a 
  chalice of gold (worth 200 g.p.) and a platter upon 
  which are five delicately worked and decorated 
  eggs, made of alabaster and precious metals, 
  studded with gems, each using a different color as 
  a motif: black, blue, green, red, and white. Any non-
  reptilian creature touching any of the eggs will get a 
  jolt of 20 h.p. damage, of a type consistent with the 
  color of the egg; the black one will shoot a jet of 
  acid, the blue will deliver an electrical jolt, etc. The 
  person touching is entitled to a saving throw vs. 
  dragon breath for half damage. If an egg is placed 
  
  Castle of the Mad Archmage 
   
   
   
  110 
   
  into the appropriately-colored mouth of the statue, 
  all reptilian creatures in the temple will receive the 
  benefits of a bless spell for the next 30 rounds (3 
  turns). If all five eggs are placed in the mouths, it will 
  have the effect of a commune spell (with all the 
  usual limitations attendant to it). Placing an egg in 
  the wrong mouth will cause the statue to become 
  animated, with the head corresponding to the color 
  of the egg attacking the person who put it in the 
  wrong head, with both bite and breath weapon, as 
  if it were a dragon of 50 h.p. If the animated statue 
  is destroyed, it will simply disappear, returning to its 
  original place, but the head that was attacking will 
  be missing, appearing to have been broken off. If 
  the chalice is filled with the blood of a mammalian 
  creature and placed on the altar, and then the 
  drum is played for two rounds, the contents will be 
  transformed into a potion of extra healing. If the 
  silver decoration is pried off the altar, it will be found 
  to be worth some 400 g.p. for the workmanship and 
  metal, but anyone involved in the actual removal 
  will become permanently blind after 1-6 turns. A 
  cure blindness or remove curse spell will restore 
  eyesight. Note that there is a 2% chance at any 
  given time that a worship ceremony will be going 
  on; there will be one or two of the dragons from the 
  level here, each accompanied by 4-15 (1d12+3) 
  dragon men, and Father Draco from Area #51 will 
  be leading the services.  
  47. BLACK DRAGON MEN (Areas #47-49). Note that all of 
  the corridors leading to these rooms, as well as the 
  rooms themselves, have 10’ high ceilings. Some of 
  the dragon men herein will be elsewhere at any 
  given time, particularly Area #50. This room is home 
  to some thirteen black dragon men (16,16,16,17,17, 
  18,18,18,18,19,19,19,20 h.p.), armed with battle 
  axes and javelins (3 javelins each). Each has 10 g.p. 
  There are sixteen bunks.  
  48. Ten black dragon men are currently quartered here 
  (16,16,16,17,17,17,17,18,19,20 h.p.), armed with 
  awl pikes. Each has 10 g.p. There are fourteen 
  bunks.  
  49. Fourteen black dragon men dwell here (16,16,16, 
  16,17,17,17,18,18,18,18,18,19,20 h.p.), armed with 
  scimitars and slings (40 bullets each). Each has 10 
  g.p. There are fifteen bunks.  
  50. BLACK DRAGON. Eight black dragon men from Areas 
  #47-49 will be on guard duty in the eastern half of 
  this chamber at any given time. This immense room 
  has a ceiling some 40’ high, and is dominated by a 
  huge chasm some 80’ deep spanned by a single 
  narrow stone bridge (A). At the far side of the chasm 
  (location B) dwells Morgaya, a large and ancient 
  black dragon (8 HD, 64 h.p.). She speaks draconic, 
  common, elvish, and hobgoblin, and, while she 
  does not herself cast spells, she does wear a ring of 
  spell storing with the following spells within it: cone of 
  cold, hold person, and wall of iron. The ring, 
  although dragon-sized at the moment, will return to 
  normal (human) size if removed from her claw. She 
  sleeps (50% chance at any given time) on an 
  enormous pile of treasure: 60,000 s.p., 30,000 g.p., 
  47 gems, a large shield +3, and a spear +3.  
  51. HEXAGONAL CHAMBER. The ceilings of this room and 
  the passage leading to it are 10’ high. This is the lair 
  of Father Draco, a vampire and 10th level cleric of 
  the Dragon Queen (60 h.p.; AC -1 (vampiric powers 
  plus a ring of protection +2); spells memorized: 
  curse, command, cure light wounds, cause light 
  wounds, protection from good, sanctuary, find traps, 
  hold person (x2), know alignment, snake charm, 
  speak with animals, animate dead, continual 
  darkness, dispel magic, prayer, cure serious wounds, 
  protection from good 10’ radius, snakes to sticks, 
  dispel good, flame strike), armed with a flail +3, 
  carrying a staff of the dragon (see APPENDIX II: New 
  magic items for details) and a medallion of ESP 30’ 
  range. There are also three dragon men zombies 
  (treat as monster zombies; 25,26,30 h.p.) who act 
  as the vampire’s guards and servants. In addition to 
  the usual earth-filled coffin, there are 9,000 g.p. and 
  1,000 p.p. in a large locked chest in the bier under 
  the coffin. Draco has the key on his person. Smaller, 
  unlocked boxes on a table in the room also hold 
  incense and there is a decanter of wine. He will 
  sometimes be leading services in the temple of the 
  Dragon Queen (see Area #46 for details), but may 
  also be found as a random encounter in the 
  hallways, on some mysterious errand of his own. If 
  so, he will be accompanied by his zombies.  
   
  Note that everything from here onward is considered 
  to be part of the “sub-level”. All ceilings are 10’ high 
  unless otherwise noted. The game master should 
  point out to players that the sub-level seems to have 
  a higher-than-normal amount of rats and mice, 
  which scurry away at the approach of intruders.  
   
  52. DAMP CHAMBER. There is a thick coating of slime 
  growing on the east and south walls of this chamber, 
  where there is evidently some sort of water leak that 
  slowly trickles down the wall. A pair of giant lizards 
  dwells here (17,18 h.p.). 
  53. LIZARDS. Two subterranean lizards (30,34 h.p.) lair 
  here. 
  54. ACID TRAP. Anyone entering the last 10’ of this 
  corridor will trigger a spray of acid from the ceiling. 
  Anyone in the last 20’ of the corridor when that 
  happens will take 24 h.p. of damage (save vs. 
  dragon breath for half damage).  
  55. NEST OF SERPENTS. Four giant spitting snakes have a 
  lair of rotting debris at the end of this hallway 
  (18,20,22,25 h.p.).   
  56. SNAKE. Right at the point where these four corridors 
  intersect, a giant constrictor snake lies in wait 
  amongst the pipes near the ceiling (31 h.p.). It will 
  surprise on a 5 in 6 chance. 
  57. LARGE ALCOVE. Along the east wall of this 20’ alcove 
  are six brackets in the wall, obviously intended to 
  hold some sort of object. On the floor there is a 
  broken and useless animal snare (consisting of a 
  pole with a length of cord terminating in a loop, 
  
   
   
  Level Twelve: The Catacombs 
  111 
  which would normally be used to close around the 
  neck of some animal).   
  58. BASILISKS. A mated pair of basilisks lairs here (25,30 
  h.p.).  
  59. MORE SNAKES. Five poisonous (non-giant) snakes are 
  here (9,9,10,11,12 h.p.). Their venom causes those 
  who fail their saving throw to suffer sickness and 
  incapacitation for 1-4 days, and saving throws are 
  made with a -1 penalty.  
  60. LIZARDS. Four giant lizards dwell here (13,15,16,17 
  h.p.). They all have a poisonous bite, however; those 
  hit by a bite attack save vs. poison or take an 
  additional 2-12 h.p. of damage. They are otherwise 
  normal.  
  61. CUSTODIAL STAFF. Three lizard men (9,11,12 h.p.) 
  and two ophidians (4 HD; 16,18 h.p.) dwell here. All 
  wear white coats and squarish white hats with black 
  rims. There are a variety of mops, brooms, buckets, 
  dust-bins, etc. here. They will not be hostile if 
  encountered, unless attacked. They have no 
  treasure.  
  62. CHIEF CUSTODIAN. The chief custodian, a lizard king 
  (40 h.p) dwells here. He wears the same sort of 
  clothing as the custodian staff in Area #61, except 
  his is adorned with gold trim. This is also where the 
  cleaning supplies are kept (jugs of neon blue 
  cleaning solution, which if ingested will require a 
  saving throw vs. poison or it will cause death). He has 
  a small chest hidden beneath a flagstone, which 
  contains 15 gems and 2 pieces of jewelry.  
  63. FOUR HEADS ARE BETTER THAN TWO. A pair of giant 
  amphisbaena snakes dwell here (24,31 h.p.).  
  64. COILS. A pair of giant constrictor snakes lie in wait in 
  and amongst the pipes near the ceiling of this 
  chamber (29,33 h.p.). They strike with surprise 5 
  times in 6.   
  65. TOADS. Five giant poisonous toads (8,10,12,12,13 
  h.p.) dwell here.  
  66. LIZARD. A giant subterranean lizard lives in this dead-
  end corridor (30 h.p.). It is normal for its sort, except 
  that its bite is poisonous; those struck by it must save 
  vs. poison or lose 50% of constitution for 1-4 days.  
   
  
  Castle of the Mad Archmage 
   
   
   
  112 
   
  Level Thirteen: The Maze 
   
  This is a very special level of the Castle. There is but one 
  inhabitant, although the player characters will not know 
  that, and once he is discovered, the dénouement of all 
  of the trials and adventures the player characters have 
  hitherto undergone within the Castle will take place. The 
  place is very deliberately created to cause confusion; 
  there are multiple opportunities for the PCs to be 
  teleported without their knowledge, making mapping 
  difficult (although characters following the “right hand 
  rule” to solve the maze will find it to be a ticket straight to 
  the main encounter on the level).  
   
  There is only one map to this level. There are direct 
  connections to levels 8 and 12, and the far side of the 
  world.  
   
  There are no random encounters on this level. The game 
  master should still roll 1d6 every 6 turns, or more often if 
  warranted (by PCs making excessive noise, etc.), just to 
  keep the players nervous, but there will never actually be 
  an encounter.  
   
  ENCOUNTER AREAS 
   
  1. 
  STAIRS UP. Traveling up or down this staircase 
  activates a subtle and undetectable teleportation 
  effect. It will eventually lead up to Area #44B on 
  Level 12: THE CATACOMBS. 
  2. 
  STAIRS UP. Traveling up or down this staircase 
  activates a subtle and undetectable teleportation 
  effect. It will eventually lead up to Area #44A on 
  Level 12: THE CATACOMBS. 
  3. 
  SHORTCUT. Eventually this passage leads to Area 
  #14 on Level 8: THE LESSER CAVES. Note that the 
  slope is too subtle to be detected under normal 
  circumstances; dwarves, etc. have their normal 
  chance to detect. It will turn after quite some time, 
  right, left, and so forth, leaving most explorers without 
  any sense of orientation. Note that this is a one-way 
  door; it can be used to enter this level, but not leave 
  it (unless it has been spiked or otherwise held open).  
  4. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this 
  level. It is possible that each time it is opened, the 
  door will lead to a different destination. Roll 1d6 to 
  determine the destination: 1-2 = Area #5, 3-4 = 
  Area #6, 5-6 = Area #7.  
  5. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this 
  level. It is possible that each time it is opened, the 
  door will lead to a different destination. Roll 1d6 to 
  determine the destination: 1-2 = Area #4, 3-4 = 
  Area #6, 5-6 = Area #7.  
  6. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this 
  level. It is possible that each time it is opened, the 
  door will lead to a different destination. Roll 1d6 to 
  determine the destination: 1-2 = Area #4, 3-4 = 
  Area #5, 5-6 = Area #7. 
  7. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this 
  level. It is possible that each time it is opened, the 
  door will lead to a different destination. Roll 1d6 to 
  determine the destination: 1-2 = Area #4, 3-4 = 
  Area #5, 5-6 = Area #6.  
  8. 
  TELEPORTER PASSAGE. If anyone enters the last 10’ of 
  this passage, everyone in the last 60’ of the passage 
  will be instantly and unknowingly teleported to Area 
  #9. The effect will only work once per hour, either 
  way.  
  9. 
  TELEPORTER PASSAGE. If anyone enters the last 10’ of 
  this passage, everyone in the last 60’ of the passage 
  will be instantly and unknowingly teleported to Area 
  #10. The effect will only work once per hour, either 
  way.  
  10. THE MAD ARCHMAGE. The door to this room is fitted 
  with a small brass sign that says (in English), “Please 
  Knock” (a comprehend languages spell will be 
  needed for most player characters to understand 
  the sign). If the door is gently knocked, an unseen 
  servant will open the door (it is otherwise wizard 
  locked as if by an 18th level magic-user). Within is a 
  warm and cozy room with a high ceiling, the walls 
  lined with bookshelves and the floor covered iwith 
  thick rugs. There are a few tables and overstuffed 
  chairs (always enough for the player characters to 
  comfortably seat themselves), and the whole lit by 
  an enormous chandelier and various mirrored wall 
  sconces. Facing the door is an enormous wooden 
  desk cluttered with papers, scrolls, and open books 
  stacked one upon the other until the entire structure 
  seems ready to topple at the slightest breeze.  
   
  Seated behind the desk is a jolly figure, somewhat 
  portly and with wirey white hair shooting out from 
  beneath his pointed hat in two great “swooshes” to 
  either side of his round face. While he is wearing a 
  nondescript robe of dark blue with silver moons, 
  stars, 
  and 
  planets 
  embroidered 
  thereupon 
  (matching his pointed hat), the feature that most 
  dominates his visage is his great grin, turning his 
  cheeks rosy and giving his eyes a delighted and 
  delightful gleam. He is, of course, the Mad 
  Archmage, a wizard who has ascended to 
  demigodhood. 
   
  As the player characters enter, the Mad Archmage 
  stands, walks around the desk, and welcomes them 
  warmly. He will clap them on the shoulder, 
  congratulate them on so successfully facing the 
  perils of the dungeons, good-naturedly scold them 
  for forcing him to reset traps and restock creatures, 
  and press them for details of their adventures and 
  most especially for their thoughts on some of his 
  favorite features (the game master should at this 
  point recall portions of the exploration of the Castle 
  that were particularly significant to the players). Wine 
  will be offered. He will be very cryptic if asked direct 
  questions, but will make veiled references to having 
  observed 
  the 
  player 
  characters 
  over 
  time 
  (sometimes filling in details of the very stories he asks 
  
   
   
  Level Thirteen: The Maze 
  113 
  them to relate about their adventures in the Castle!), 
  and if asked why he would set all this up, his only 
  answer will be, “How else would I have come to 
  meet you, my good fellows?” 
   
  After this bit of bonhomie, the Mad Archmage will 
  rise and announce that he has gifts to present to the 
  player characters as a reward for their success in 
  reaching him. He will produce, from a special bag 
  of holding, the following items and present them to 
  the appropriate characters: 
   
  • 
  Bards will receive an instrument of the bards 
  appropriate to their level 
  • 
  Clerics will receive a magical staff (roll randomly 
  to determine type, but it will be one normally 
  usable by clerics) 
  • 
  Fighters will receive either plate mail +4 or a 
  sword +4, depending on which would be of 
  more use to the character (the sword will be of 
  whatever type is most favored by that particular 
  character)  
  • 
  Magic users will receive a magical wand (roll to 
  determine type) 
  • 
  Thieves will receive either a rod of beguiling, 
  bracers 
  of 
  defense 
  AC 
  2, 
  a 
  cloak 
  of 
  displacement, or a net of entrapment, each 
  with a 25% chance of being selected 
   
  Any henchmen with the player characters will receive a 
  5,000 g.p. gem as a “tip”. All magical items with charges 
  will have the maximum number for that type of item.  
   
  Once the gifts have been bestowed, the Mad 
  Archmage will wrap things up, telling the player 
  characters to be sure to visit again sometime soon, and 
  finishes by saying “let me see you out.” At that point, 
  once everyone is once more standing and in theory 
  moving towards the door, the floor of the room will 
  disappear entirely, with all the tables, chairs, desk, etc. 
  floating in mid-air, as well as the Mad Archmage himself. 
  If any of the characters have any magic such as boots 
  of levitation or other ways to keep from falling through 
  the now-missing floor, a rope will appear aroud their 
  ankle, tied to the end of which is a large anvil, which will 
  serve to pull the character down. The characters will fall 
  down a bottomless chute for several hours, clear through 
  to the other side of the world, as they hear the maniacal 
  laughter of the Mad Archmage fading away in the 
  distance.  
   
  THIS ENDS THE CASTLE OF THE MAD ARCHMAGE…  
  FOR NOW 
   
  CREDITS: 
   
   Layout, Design, & Original Cartography: Joseph Bloch 
   Digital Cartography: Joe Bardales 
   Proofreading: Steve Rubin 
   
   
  
  Castle of the Mad Archmage 
   
   
   
  114 
   
  APPENDIX I: Recommended Reading 
   
  Game masters who will be actively using this module will 
  find the following of immediate use. Most of these titles 
  are unfortunately out of print but can often be found in 
  the after-market such as eBay, or as pdf files for nominal 
  fees on the Internet.  
   
  Baum, L. Frank. “Oz” series. Various publishers, 1900-1920 
  (plus many others, written by other authors) 
  Gygax, Gary. Dungeon Module G3 Hall of the Fire Giant 
  King, TSR, Inc., 1978 
  Ibid, Dungeonland. TSR Inc., 1983. 
  Ibid. The Land Beyond the Magic Mirror. TSR Inc., 1984. 
  Ibid. Isle of the Ape. TSR Inc., 1985. 
  Gygax, Gary, and Talanian, Jeff. Gary Gygax’s Castle 
  Zagyg: The Upper Works. Troll Lord Games, 2008. 
  Kuntz, Rob. Bottle City. Pied Piper Publishing, 2007. 
  Ibid. The Garden of the Plant Master. Creations Unlimited, 
  1987 and Goodman Games 2007. 
  Ibid. The Living Room. Pied Piper Publishing, 2007. 
  Wall, F. Douglas. Adventures in Oz. 2010.  
  
   
   
  Appendices 
  115 
  APPENDIX II: New Magic Items 
   
  Altairian Battle Armor: The Altairian Battle Armor is an 
  artifact of an alien world. It is a large (8’ tall and 5’ wide) 
  suit of armor with a large crystal dome where the helmet 
  should be. It can be powered by either a broadcast 
  power source or an implanted battery; without such a 
  source of power it is useless. The Armor grants its wearer 
  an effective armor class of -3, an invulnerability to any 
  gas-, fire-, or cold-related attack, and can allow its 
  wearer to breathe underwater for an unlimited period. 
  Once every turn, it can unleash a fireball as if cast by a 
  10th level magic-user, and anyone striking it with metal 
  weapons 
  (or 
  by 
  a 
  hand/claw/etc. 
  attack) 
  will 
  automatically receive 3-18 h.p. of electrical damage. It 
  also allows its wearer to strike with an effective strength of 
  23 (+5 to hit, +11 damage). (60,000 g.p. with a power 
  source, 5,000 g.p. without.) 
   
  Bigby’s Rod: This is a short (2’ long) and very thick (3”) rod 
  with a four-finger claw atop it. It allows the bearer to cast 
  each of the following once per day: Bigby’s Interposing 
  Hand (1 charge), Bigby’s Forceful Hand (2 charges), 
  Bigby’s Grasping Hand (3 charges), Bigby’s Clenched Fist 
  (4 charges), and Bigby’s Crushing Hand (5 charges). The 
  rod can be recharged. (5,000 x.p.; 20,000 g.p.). It is 
  usable only by magic-users.  
   
  Bowl of Seeing: This magical device is usable only by 
  clerics. It consists of a metal bowl, which, when filled with 
  (un)holy water, functions as a crystal ball (c.f.). The 
  material of the bowl of seeing determines its additional 
  features (if any); an iron bowl has no additional features. 
  A copper bowl enables the user to use clairaudience. A 
  silver bowl enables the user to employ ESP. A gold bowl 
  enables the user to use telepathy (communication only). 
  (iron: 1,000 x.p., 5,000 g.p.; copper: 2,000 x.p., 10,000 
  g.p.; silver: 3,000 x.p., 15,000 g.p.; gold: 4,000 x.p.; 
  20,000 g.p.).  
   
  Dart +1. These enchanted weapons are usually found in 
  lots of 3-12. They grant a +1 bonus to hit and to 
  damage, and are thus able to hit creatures normally only 
  hit by magical weapons. However, once they hit an 
  opponent, they lose their enchantment. If they are 
  thrown and miss, they can be retrieved and will retain 
  their dweomer until they actually hit a target. (15 x.p., 70 
  g.p. each). 
   
  Eternal Candle: This appears as an ordinary wax candle, 
  approximately 6” tall. However, as long as it burns, it will 
  not consume its wick or wax. The light emitted is the 
  same as that by a normal candle.  If extinguished, they 
  can be re-lit and retain their magical properties. 10 x.p., 
  50 g.p. each).  
   
  Heward’s Fantastical Forks: Legend has it that more than 
  one complete set of these enchanted tuning forks exist, 
  and  certain banned texts sometimes make mention of 
  sets existing which are tuned in different scales with 
  completely bizarre powers. What is known is that each of 
  the forks is tuned to a different pitch. When one is 
  sounded, it has the power to disrupt or protect against a 
  particular sound-based effect (such as that of a 
  banshee). When certain forks are used in tandem to 
  produce certain harmonics, more active and destructive 
  effects can be created (such as replicating the effects 
  of a horn of blasting), not all of which are to the benefit 
  of the user. Unless otherwise specified, the effects last 1 
  round, but the fork can be re-activated immediately 
  thereafter. (5,000 g.p. each, 90,000 g.p. for a complete 
  set.) 
   
  C:  
  All speech in a 20’ radius comes out backwards 
  (this also spoils spells with a verbal component).  
  C#: 
  _____ 
  E:  
  _____ 
  D#: 
  _____ 
  F:  
  Completely cancels out the sound of a shrieker.  
  F#:  
  _____ 
  G:  
  _____ 
  G#: 
  _____ 
  A:  
  Negates the effect of a banshee’s wail. 
  B:  
  _____ 
  A#: 
  _____ 
  C##:  Acts as a charm animal spell on any canine within 
  3”.  
   
  Horns of the Shalm: This one-of-a-kind relic is said to have 
  been given to one of Obad-hai’s most devoted servants 
  in ages past. It appears as a pair of deer antlers on a 
  circlet. Once the circlet is put on one’s head, it provides 
  the following benefits: infravision, heightened smell (as a 
  bloodhound), heightened vision (as an eagle), plant 
  door 1/day, hold animal 1/day, and commune with 
  nature 3/day. (20,000 g.p.) 
   
  Murkstone: Originating on the demi-plane of Shadow, a 
  murkstone is a powerful magical item that allows its 
  wielder to command the very stuff of Shadow itself. At 
  will, the holder can hide in shadows as if he or she was a 
  10th level thief (if the holder is already a thief, then they 
  can hide in shadows as if he or she was a thief ten levels 
  higher than they are). At all times the wielder has magic 
  resistance as if they were a shade (q.v.). Three times per 
  day the holder can create a cloud of darkness 
  40’x30’x20’ that has the same effects as the breath 
  weapon of a shadow dragon. Once per day the wielder 
  can shadow walk (as per the 7th level Illusionist spell). All 
  effects are created by concentrating for 1 segment; no 
  command word is required. (5,000 x.p., 22,000 g.p.) 
   
  Nolzur’s Fabulous Brushes: This set of four ordinary-looking 
  (1’ long) paintbrushes are actually potent magical items. 
  Anyone taking them up and using them will produce a 
  work of at least passable quality, regardless of actual skill. 
  An artist of any skill will produce a masterpiece. If used in 
  conjunction with Nolzur’s Marvelous Pigments, the area of 
  effect of the pigments will be doubled, and the painting 
  time will be cut in half. (1,000 x.p., 5,000 g.p.) 
   
  Oil of Monster Attraction: This viscous fluid will, once 
  applied to an individual, double the chances of a 
  random encounter or wandering monster. It cannot be 
  
  Castle of the Mad Archmage 
   
   
   
  116 
   
  wiped off by conventional means; it will, however, wear 
  off in 13-24 hours (1d12+12). (0 x.p., 0 g.p.) 
   
  Puzzle Door. The puzzle door consists of two parts. The first 
  is an empty door frame set into a wall; it will often be 
  mistaken for a sealed-up doorway. The second is a series 
  of wooden pieces which fit together like the pieces of a 
  jigsaw puzzle. Once all the pieces are together and set 
  into the door-frame, it acts as a normal door. This could 
  lead into a 10’x10’x10’ extra-dimensional room, or 
  activate a gate, or simply lead to whatever lies on the 
  other side of the wall. Once the door is closed, it will fall 
  apart into its constituent pieces, sealing the doorway 
  once more. In the Castle of the Mad Archmage, these 
  pieces can be found in Area #108 on Level 2, Area #22 
  on Level 3, Area #48 on Level 4, Area #133 on Level 5, 
  Area #29 on Level 6, and Area #43 on Level 7. (100 x.p., 
  250 g.p. per piece.) (Originally created by Michael 
  Curtis, used with permission.) 
   
  Ring of Friendship: This magical ring affords the wearer 
  with an aura of affability, based on the personality and 
  history 
  of 
  the 
  wearer. 
  Any 
  intelligent 
  creature 
  encountering the wearer must make a saving throw vs. 
  spells or be favorably disposed towards him or her. If the 
  wearer is of evil alignment, others get a +1 bonus to their 
  saving throws as a matter of course. If the wearer intends 
  to deceive—even slightly—those encountered, they get 
  a +3 bonus to their save. Any overtly hostile act towards 
  those influenced by the ring will automatically dispel the 
  dweomer. (1,000 x.p., 5,000 g.p.) 
   
  Ring of Strength: Anyone wearing a ring of strength has 
  an effective strength of 21 (+4 ‘to hit’, +9 damage). 
  (1,200 x.p., 12,500 g.p., usable by clerics, fighters, and 
  thieves only.) 
   
  Shovel of Digging: This digging tool is like the spade of 
  colossal excavation, except it is only 6’ long, has a blade 
  like that of an ordinary shovel, and can be used by 
  fighters of strength 16 and above to move 1 cubic yard 
  of normal earth in 1 round. Every 5 rounds, the user must 
  rest for 3 further rounds. (500 x.p., 3,000 g.p., usable by 
  fighters only.) 
   
  Staff of the Demonurgist: This potent weapon can only 
  be wielded by an evil cleric of at least the 12th level. 
  Anyone of non-evil alignment who touches it must make 
  a saving throw vs. magic or suffer all of its effects 
  instantly. Anyone of less than 12th level touching it will 
  take 8d4 h.p. of magical force damage. The staff itself 
  combines the functions of a staff of withering, a staff of 
  the serpent (adder), and a staff of command. It 
  automatically recharges one charge per day it is kept 
  out of sunlight. (20,000 x.p., 100,000 g.p., usable by 
  clerics only.) 
   
  Staff of the Dragon: This item is a variation on the staff of 
  the serpent. It strkes as a +3 weapon and does 4-11 
  (1d8+3) h.p. of damage. On command, the head of 
  the staff will transform into a dragon’s head, and will 
  disgorge a breath weapon of flame in a cone 30” long 
  by 5” wide at its termination. Anyone within that area 
  must save vs. dragon breath or take 20 h.p. of damage. 
  A successful save indicates only half damage. The staff 
  can produce this breath weapon attack three times per 
  day. (7,000 x.p., 35,000 g.p., usable by clerics only) 
  
   
   
  Appendices 
  117 
  APPENDIX III: New Monsters 
   
  APE, CARNIVOROUS ALBINO 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 2-8 
  ARMOR CLASS: 4 
  MOVE: 12” 
  HIT DICE: 6 
  % IN LAIR: 35% 
  TREASURE TYPE: O,Q 
  NO. OF ATTACKS: 5 
  DAMAGE/ATTACK: 1-4/1-4/1-4/1-4/1-8 
  SPECIAL ATTACKS: Rending 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful Evil 
  SIZE: L (8’ tall, very broad) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Said to have been imported from some other world by 
  some wizard or other traveler in the distant past, these 
  distant cousins of the ordinary carnivorous ape are not 
  only taller and more intelligent, but they sport two pairs of 
  arms, in addition to their muscular legs. Their senses of 
  smell, hearing, and sight are all quite exceptional, and 
  the beasts are only surprised on a 1 in 6. They are able to 
  attack a different opponent with each pair of arms; if two 
  arms strike the same opponent, the creature will 
  automatically inflict rending damage of 1-8 h.p. They 
  have been known to use tools and at times even wear 
  ragged garments, but are generally accepted to be 
  animals rather than true humanoids. Their fur is a milky 
  white shock atop their head and shoulders, and their 
  heads sport particularly prominent brow-ridges above 
  their baleful red eyes. They have a rudimentary, 
  gibbering language of their own.  
   
  APHID, GIANT 
   
  FREQUENCY: Uncommon 
  NO. APPEARING: 13-24 
  ARMOR CLASS: 8 
  MOVE: 9” 
  HIT DICE: 1 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-4 
  SPECIAL ATTACKS: Corrosive wax 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (2’ long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The giant aphid is a pest even more feared than its 
  common diminutive cousin. A single swarm can 
  devastate an acre of farmland in a single afternoon. 
  They are not normally aggressive creatures, but their 
  sharp mouth-sheathes can deliver a nasty wound. In 
  addition, they can secrete a corrosive wax which is 
  sprayed onto attackers. The wax causes 1-4 h.p. of 
  damage for 1d6 rounds; a full round must be spent 
  removing the wax (during which time no other activity, 
  including combat or spell-casting, can take place), or 
  the damage will continue for the full duration.  
   
  Giant aphids can be green, black, brown, or pink. It is not 
  unknown for giant ants to keep aphids in their own nests 
  in order to “milk” them of the sweet honeydew the aphids 
  produce after feeding on plants. They can climb walls 
  and other structures with great agility, incurring no loss in 
  speed when doing so.  
   
  ARMOR, ANIMATED 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 1-4 
  ARMOR CLASS: 3, 2, or 1 
  MOVE: 6” 
  HIT DICE: 3, 5, or 7 
  % IN LAIR: 80% 
  TREASURE TYPE: C (in lair) 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 1-8/1-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  These magical constructs are often set as watchful 
  guardians over treasures. They will follow simple 
  instructions faithfully, and can never lose morale in 
  combat. They are quite simply suits of armor upon which 
  special enchantments have been laid. The armor itself is 
  not magical, and once it is brought to zero hit points, the 
  whole thing will collapse with a clatter, revealing just an 
  empty suit.  
   
  The animated armor will always strike with its heavy 
  gauntlets. It does not use weapons or shields.  
   
  The full effectiveness of the animated armor depends on 
  the type of armor from which it was made. Those made 
  of plate mail will be AC 3, have 3 hit dice, and receive a 
  +1 bonus to hit. Those made from field plate armor will 
  be AC 2, have 5 hit dice, and receive a +2 bonus to hit. 
  Those made from full plate are most feared, having AC 
  1, 7 hit dice, and a +3 bonus to hit. They are immune to 
  sleep, charm, hold, and similar spells which act upon a 
  conscious mind.  
   
  These items/creatures are constructed by means similar 
  to those which are used to build golems. Tomes relating 
  to their construction can sometimes be found.  
  
  Castle of the Mad Archmage 
   
   
   
  118 
   
   
  BAT, VAMPIRE 
   
  FREQUENCY: Common 
  NO. APPEARING: 2-40 (100-1000) 
  ARMOR CLASS: 8 (4 in flight) 
  MOVE: 6”/24” (MC: B) 
  HIT DICE: 1-2 hit points 
  % IN LAIR: 20% 
  TREASURE TYPE: nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The vampire bat is not a magical creature, despite its 
  folkloric association with the undead. They are more 
  aggressive than ordinary bats, however, and will attack to 
  feed. If they do successfully hit a target, the 
  anticoagulant properties of their saliva will cause it to 
  bleed for 1d6 rounds, with the target losing 1 h.p. per 
  round until the bleeding is halted. If a swarm of bats is 
  startled, they will become frightened as do regular bats, 
  swarming and flying into things and people (see ordinary 
  bats). They are able to run on the ground at great speed 
  for brief periods of time, and will often approach 
  sleeping livestock or other victims on the ground rather 
  than by the air. 1% of those bitten by vampire bats will 
  contract rabies.  
   
  BEETLE, GIANT 
   
   
  Blister 
  Dung 
  Lady 
  FREQUENCY:  
  Uncomm
  on 
  Unco
  mmon 
  Uncommon 
  NO. APPEARING:  
  2-8 
  1-6 
  3-12 
  ARMOR CLASS:  
  2 
  3 
  2 
  MOVE:  
  9” 
  12” 
  9” / 24” 
  HIT DICE: 
  3 
  4 
  4 
  % IN LAIR:  
  55% 
  40% 
  35% 
  TREASURE TYPE:  
  Nil 
  K 
  Nil 
  NO. OF ATTACKS:  
  1 
  1 
  1 
  DAMAGE/ATTACK:  
  1-8 
  1-6 
  2-12 
  SPECIAL ATTACKS:  
  Secretion 
  Nil 
  Nil 
  SPECIAL DEFENSES:  
  Nil 
  Nil 
  Nil 
  MAGIC RESISTANCE:  
  Standard 
  Standa
  rd 
  Standard 
  INTELLIGENCE:  
  Animal 
  Animal 
  Animal 
  ALIGNMENT:  
  Neutral 
  Neutral 
  Neutral 
  SIZE:  
  M (5’ 
  long) 
  S (3’ 
  long) 
  S (4’ long) 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil 
   
  Attack/Defense 
  Modes: 
   
  Nil 
  Nil 
  Nil 
   
   
  Longhorn 
  Rain 
  FREQUENCY:  
  Uncommon 
  Rare 
  NO. APPEARING:  
  3-12 
  1-6 
  ARMOR CLASS:  
  3 
  0 
  MOVE:  
  9” 
  12”/24” 
  HIT DICE: 
  4 
  5 
  % IN LAIR:  
  30% 
  25% 
  TREASURE TYPE:  
  Nil 
  Nil 
  NO. OF ATTACKS:  
  1 
  1 
  DAMAGE/ATTACK:  
  2-8 
  2-12 
  SPECIAL ATTACKS:  
  Nil 
  Nil 
  SPECIAL DEFENSES:  
  Nil 
  Nil 
  MAGIC RESISTANCE:  
  Standard 
  Standard 
  INTELLIGENCE:  
  Animal 
  Animal 
  ALIGNMENT:  
  Neutral 
  Neutral 
  SIZE:  
  S (4’ long) 
  M (6’ 
  long) 
  PSIONIC ABILITY:  
  Nil 
  Nil 
   
  Attack/Defense 
  Modes: 
   
  Nil 
  Nil 
   
   
  Blister beetle: The giant blister beetle is a bright red, and 
  has a somewhat elongated body (compared to, say, 
  the bombardier beetle, which is rather rounded). The 
  blister beetle can be found in either woodland or 
  underground environments, where the larvae feed on 
  the eggs of giant bees or anhkhegs, and the adults feed 
  on plant leaves. They are relatively harmless unless 
  threatened or startled, in which case they can deliver 
  both a nasty bite with their mandibles and have a strong 
  defense mechanism. If they suffer more than 4 h.p. of 
  damage in a single round with a sharp or pointed 
  weapon, anyone within 1” (including those in melee with 
  the creature) must make a saving throw vs. poison or be 
  spattered with the beetle’s highly poisonous blood, which 
  causes blistering of the skin (hence the name) and 1-6 
  h.p. of damage if the saving throw is failed. The creature 
  can also be made to bleed spontaneously if startled or 
  gently pressed, and blister beetle blood is sometimes 
  used as a weapon. Vials of blood will cause 1-6 h.p. of 
  blistering damage. 
   
  Dung beetle: Dung beetles, also known as scarab 
  beetles, serve as both scavengers and clean-up 
  creatures 
  in 
  the 
  agricultural 
  and 
  underground 
  environments in which they dwell. As the name implies, 
  they collect dung by rolling it into balls with their hind 
  legs, which serves as both food and drink for the 
  creatures, incidentally cleaning up the areas in which 
  they dwell. This activity serves such a useful purpose that 
  some farmers are known to keep the creatures to reduce 
  the manure on their fields and thus keep down the fly 
  population. They have relatively weak mandibles, and 
  their treasure is incidental; sometimes stray coins will get 
  picked up as they roll their balls of dung down dungeon 
  corridors or across fields.  
   
  Lady beetle: The giant lady beetle (also known as the 
  giant ladybug or giant ladybird) has a black head and 
  legs, with wing-covers that can range from bright red to 
  
   
   
  Appendices 
  119 
  pale yellow, with large black spots. Their mandibles can 
  deliver a painful bite if threatened. They can fly, and are 
  especially fond of giant aphids and other giant insects as 
  food. They are thus not entirely unwelcome in some 
  agricultural communities.  
   
  Longhorn beetle: The giant longhorn beetle is so named 
  for its enormous curved antennae, which allow them to 
  detect any invisible, hidden, or otherwise concealed 
  creature. They typically dwell in woodlands, where they 
  bore into large trees and cause widespread devastation 
  through their activities, although it is not unknown for 
  them to be found in underground environments if there is 
  some 
  sort 
  of 
  cellulose 
  or 
  similar 
  substance 
  in 
  abundance. They generally attack only if disturbed or 
  startled.  
   
  Rain beetle: The rain beetle spends most of its life 
  underground. It only emerges on the surface in response 
  to torrential rain storms, and then only to mate and then 
  return to its underground burrow. The body of the beetle 
  is black with a myriad of fine hairs of yellow, orange, or 
  red color on its underside. The beetles are attracted to 
  bright light (such as that cast by a continual light spell), 
  and can be quite aggressive if encountered during their 
  mating flight.  
   
  CHILD SPIRIT 
   
  FREQUENCY: Rare 
  NO. APPEARING: 3-18 
  ARMOR CLASS: 7 
  MOVE: 9” 
  HIT DICE: 1 
  % IN LAIR: 90% 
  TREASURE TYPE: nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 2-4 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral (evil) 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Child spirits are the disembodied spirits of those who 
  have died before their growth into adulthood, and who 
  have been kept on this plane of existence through foul 
  necromantic arts. They are of non-corporeal nature, 
  although their touch can cause the loss of a point of 
  Wisdom if the victim fails a saving throw vs. magic. If a 
  victim is drained to wisdom of 2 or below, he or she is 
  reduced to a state of gibbering childishness for 2-9 days. 
  Child spirits, existing as they do partially on the Material 
  and Negative planes, can only be hit by weapons 
  enchanted to +1 or greater. They don’t mean to be evil 
  and do harm; it is their way of “playing”. As with all 
  undead, they are immune to sleep, charm, and similar 
  mind-affecting spells. They are turned as zombies.  
   
  DEMON, SHABRIRI (Prince of the Many Eyes) 
   
  FREQUENCY: Unique 
  NO. APPEARING: 1 
  ARMOR CLASS: -7 
  MOVE: 12” 
  HIT DICE: 166 hit points 
  % IN LAIR: 20% 
  TREASURE TYPE: S, T, U, V, W, X, Z 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 2-12/2-12 +7 (for strength) 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 90% 
  INTELLIGENCE: Supra-genius 
  ALIGNMENT: Chaotic Evil 
  SIZE: L (9’ tall) 
  PSIONIC ABILITY: 266 
   
  Attack/Defense Modes: All / all 
   
  Shabriri is a proto-demon, a being of immense and 
  eldritch power who, it is said, ruled a portion of the Abyss 
  before the current race of demons came to exist.  
   
  Shabriri is capable of invoking the following spell-like 
  powers at will, once per round, as if he were a spell-
  caster of the 20th level: command, continual darkness, 
  curse, dispel magic, lightning bolt, power word: blind, 
  shape change, telekinesis (5,000 g.p. weight), teleport, 
  tongues, wall of force (3 times per day). He can also 
  gate in 1-4 Bar-lgura (90% chance of success). In 
  addition, once every four rounds he can spit forth a 
  withering globe of force that causes those it touches to 
  age 10-40 years (a saving throw vs. breath weapon 
  applies, but if the first person in its path makes their 
  saving throw, the next person in line must also save, and 
  so forth). The ball itself is some 3’ in diameter, and travels 
  in a meandering path some 1” wide and 12” long until it 
  either hits a target or dissipates.  
   
  Shabriri is an immense bulk whose speed belies his side. 
  He has plated knees and immense hands with razor-
  sharp talons. His misshapen head is covered in a myriad 
  of eyes, lending his already fierce countenance an 
  aspect of dread.  
   
  DEVIL, CAPRAN (Greater Devil) 
   
  FREQUENCY: Uncommon 
  NO. APPEARING: 1-2 
  ARMOR CLASS: -3 
  MOVE: 9” 
  HIT DICE: 9 
  % IN LAIR: 40% 
  TREASURE TYPE: G 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 2-7 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Genius 
  ALIGNMENT: Lawful Evil 
  
  Castle of the Mad Archmage 
   
   
   
  120 
   
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The Capran, or goat-devil, is often found as the “front 
  man” for the infernal regions. Suave, well-spoken, and 
  amiable, they are masters of verbal obfuscation, and 
  persuasion, as well as being lawyers of the highest order. 
  They are the ones sent in to seal a deal for a particular 
  soul. They are very cognizant of the fact, however, that 
  souls must be given freely; any sort of coercion (such as 
  a charm spell) will render a contract invalid.  
   
  If pressed, they can savagely kick with their cloven 
  hooves, but they far prefer to rely on their powers of 
  persuasion and magical abilities. They are, as a rule, 
  unarmed. In addition to the normal abilities common to 
  all devils, they can, once per round or turn (as 
  applicable), do any one of the following: know 
  alignment, 
  pyrotechnics, 
  produce 
  flame, 
  ESP, 
  clairaudience, charm person or mammal, detect 
  charm, detect magic, polymorph self, or gate in a 
  barbed (60%) or bone (40%) devil.  
   
  Description: The capran devil appears as a portly 
  human, prototypically jolly and amiable, from the waist 
  up, only his tiny horns distinguishing him from other 
  mortals. They always wear a goatee, and from the waist 
  down, have the legs of a goat.  
   
  DRAUGAR 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 3 
  MOVE: 12” 
  HIT DICE: 5 
  % IN LAIR: 10% 
  TREASURE TYPE: L, M 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: by weapon type or 2-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral Evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The draugar is the roaming spirit of a person who was, 
  frankly, ornery and unloved in life and continues to be so 
  in death. Most of the time, such a being will be buried 
  only to return to their community to plague it with 
  unpleasantness and sorrow.  
   
  The touch of the draugar is noisome in the extreme; 
  there is a 15% chance that it will result in a disease per 
  the DMG. Once per week, the draugar can blight a 
  given field or herd, so that it will produce 50% less 
  efficiently for the week.  
   
  As all undead, the draugar are immune to spells 
  affecting the mind, such as sleep, charm, etc. Clerics 
  turn them as if they were ghasts.  
   
  DRAGON, UNDEAD 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 0 
  MOVE: 9” 
  HIT DICE: 7-13 
  % IN LAIR: 90% 
  TREASURE TYPE: V 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 20% 
  INTELLIGENCE: Average - Exceptional 
  ALIGNMENT: Any Evil 
  SIZE: L (24’ - 48’ long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The undead dragon is a truly terrifying creature, created 
  by some arcane procedure as yet unknown to most 
  wizards and sages, but assumed to be akin to the 
  process by which liches are created. Only ancient evil 
  dragons are candidates for the process, but they may 
  originally have been of any color. They appear as 
  enormous dragon skeletons with baleful green points 
  glowing in their eye sockets.  
   
  The undead dragon possess a number of hit dice equal 
  to two more than it had in life; thus a huge red dragon 
  would have 13 hit dice, a medium green would have 11, 
  etc. They all have 8 hit points per die, and all are able to 
  speak and cast spells, and have no chance of being 
  caught asleep. Undead dragons have two magic-user 
  spells of each level one through five. An undead dragon 
  is, as are all undead, immune to mind-based attacks 
  and sleep. It regenerates 2 h.p. per round, and can only 
  be hit by weapons with a +1 or better enchantment. 
  Because their wings no longer have any flesh upon 
  them, undead dragons cannot fly without magical aid.  
   
  The claw/claw/bite attacks of the undead dragon cause 
  as much damage as is normal for its type in life. Thus, an 
  undead dragon that was formerly a red dragon would 
  cause 1-8/1-8/3-30 h.p. of damage. The touch of an 
  undead dragon carries with it a numbing chill. Anyone hit 
  by a claw or bite attack must make a saving throw vs. 
  spells or take an additional 1d12 h.p. of damage and 
  suffer a -1 penalty on all “to hit” rolls for 3-8 turns. The 
  penalty is cumulative, so someone hit three times would 
  suffer a -3 penalty.  
   
  The breath weapon of the undead dragon is a cloud of 
  energy from the negative material plane. It billows forth 
  in an ovoid stream some 9” long and 6” wide at its 
  widest, tapering to ½” wide at the farthest point. The 
  cloud has the same effect as a continual darkness spell 
  
   
   
  Appendices 
  121 
  in the area of effect, but lasts for only 6 rounds after it is 
  created.  
   
  Undead dragons cannot be subdued, and are turned as 
  special creatures on the clerical turning table. The fear 
  aura possessed by dragons is always in effect in regards 
  to the undead dragon; it need not be flying or charging 
  to induce a fear check. The fear check otherwise 
  functions as normal.   
   
  Once uplifted (or, depending on your point of view, 
  reduced) to undead status, undead dragons lose their 
  luster for the accumulation of gold. They begin to collect 
  immense piles of bones and skulls upon which to brood, 
  and only retain select magical items as part of their 
  treasure.  
   
  DRAGON MAN 
   
   
  Black 
  Blue 
  Green 
  FREQUENCY:  
  Very Rare 
  Very Rare 
  Very Rare 
  NO. APPEARING:  
  3-18 
  3-18 
  3-18 
  ARMOR CLASS:  
  5 
  4 
  4 
  MOVE:  
  9”/18” 
  9”/18” 
  9”/18” 
  HIT DICE: 
  4 
  5 
  4+4 
  % IN LAIR:  
  30% 
  50% 
  40% 
  TREASURE TYPE:  
  M(x3) 
  M(x3) 
  M(x3) 
  NO. OF ATTACKS:  
  3 
  3 
  3 
  DAMAGE/ATTACK:  
  1-4/1-4/ 
  1-6 or by 
  weapon 
  1-4/1-4/ 
  1-8 or by 
  weapon 
  1-4/1-4/ 
  1-6 or by 
  weapon 
  SPECIAL ATTACKS:  
  Breath 
  weapon 
  Charged 
  bite 
  Breath 
  weapon 
  SPECIAL DEFENSES:  
  Nil 
  Nil 
  Nil 
  MAGIC RESISTANCE:  
  Standard 
  Standard 
  Standard 
  INTELLIGENCE:  
  Average 
  Very 
  Average 
  ALIGNMENT:  
  CE 
  LE 
  LE 
  SIZE:  
  L 
  L 
  L 
  PSIONIC ABILITY:  
  Nil 
  Nil 
  Nil 
   
  Attack/Defense 
  Modes: 
   
  Nil 
  Nil 
  Nil 
   
   
  Red 
  White 
  FREQUENCY:  
  Very Rare 
  Very Rare 
  NO. APPEARING:  
  3-18 
  3-18 
  ARMOR CLASS:  
  1 
  5 
  MOVE:  
  9”/18” 
  9”/18” 
  HIT DICE: 
  5+5 
  3+3 
  % IN LAIR:  
  60% 
  20% 
  TREASURE TYPE:  
  M(x4) 
  M(x3) 
  NO. OF ATTACKS:  
  3 
  3 
  DAMAGE/ATTACK:  
  1-6/1-6/1-8 
  or by 
  weapon 
  1-4/1-4/  
  1-6 or by 
  weapon 
  SPECIAL ATTACKS:  
  Breath 
  weapon 
  Breath 
  weapon 
  SPECIAL DEFENSES:  
  Nil 
  Nil 
  MAGIC RESISTANCE:  
  Standard 
  Standard 
  INTELLIGENCE:  
  Exceptional 
  Low 
  ALIGNMENT:  
  CE 
  CE 
  SIZE:  
  L 
  L 
  PSIONIC ABILITY:  
  Nil 
  Nil 
   
  Attack/Defense 
  Modes: 
   
  Nil 
  Nil 
   
  Dragon men are not a natural race; they are created by 
  applying certain rare processes to dragon’s blood, similar 
  to the process that creates the homonculous. Good-
  aligned dragon men have never been encountered, 
  leading some to speculate that the process is effective 
  only when applied to the evil chromatic dragons. They 
  are most often found as the companions, servants, and 
  guards of dragons of the same type that spawned them; 
  it is most likely that they serve those whose blood gave 
  them life.  
   
  All dragon men are capable of attacking with a claw/ 
  claw/bite attack, or by weapon (if any), or by using their 
  breath weapon (except for the blue variety; see below). 
  All dragon men may use their breath weapon attack up 
  to 3 times per day, much as a normal dragon. In some 
  cases, dragon men are known to wear armor such as 
  plate mail or field plate, and doing so naturally improves 
  their armor class. They will often use either pole arms 
  (30% chance) or hand weapons (70% chance) and will 
  usually (65% chance) have a missile weapon of some 
  sort in addition.  
   
  Dragon men are treated as dragons when applying the 
  effects of arrows of dragon slaying, potions of dragon 
  control, etc.  
   
  Black: The breath weapon of the black dragon man is a 
  stream of acid that can be sprayed at any one person in 
  front of the creature within a 5’ range. It is often used 
  during melee. The stream causes 2-12 h.p. of damage, 
  or half that if a saving throw vs. breath weapon is made.  
   
  Blue: The blue dragon man does not have an actual 
  breath weapon. However, on a successful bite attack, 
  the creature may, at its discretion, release a charge of 
  electricity into the victim, which does an additional 3-10 
  h.p. of electrical damage, with no saving throw. This 
  charge can only be released three times per day.  
   
  Green: Green dragon men are able to breath a cloud of 
  poison gas 1”x1”x1” in front of them. Anyone caught in 
  the area of effect will take 3-12 h.p. of damage (save vs. 
  breath weapon for half damage). They are immune to 
  poison of all sorts.  
   
  Red: The red dragon man is the toughest of the breed, 
  and they know it. Their breath weapon is a fireball with a 
  range of 20’, which does 2-8 h.p. of damage to anyone 
  within a 10’ radius of the blast, unless they save vs. breath 
  weapon, in which case they only take half damage.   
   
  White: White dragon men have a breath weapon of 
  hoarfrost, which does 2-8 h.p. of damage to anyone 
  caught in its 1” range (maximum 3 people), with the 
  usual saving throw vs. breath weapon for half damage.  
   
  
  Castle of the Mad Archmage 
   
   
   
  122 
   
  Description: Dragon men appear as 7’ tall humanoids 
  with scaly exteriors of the appropriate color, albeit 
  somewhat muted. Their skulls usually sport horns or a 
  “sail”, in a rough approximation of their base dragon 
  type’s configuration (i.e., a black dragon man has two 
  horns protruding forward from his temples, a green one 
  would have a membrane sail on his forehead reaching 
  down his neck, etc.). They have heavy protruding jaws 
  and razor-sharp teeth. If they wear armor of some type, it 
  will be specially modified to accommodate their wings. 
  They are heavily muscled.  
   
  DVERG 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 2-20 
  ARMOR CLASS: 4 
  MOVE: 6” 
  HIT DICE: 5 
  % IN LAIR: 50% 
  TREASURE TYPE: Individuals M (X 5), Q (X 5); R (in lair) 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: by weapon type or 1-6 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Lawful Evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The dverg is rarely seen nowadays; the risen corpse of an 
  evil mountain dwarf (a rare enough thing in its own right). 
  It is said that the evil dwarven God of greed infects those 
  whom he “favors” with an invisible worm that eats at the 
  heart of its victim, slowly turning its thoughts to nothing 
  but the acquisition of more and more wealth. Once that 
  process is complete (something which takes many 
  years), the worm devours the final piece of the heart, 
  and 48 hours later the corpse arises as a dverg.  
   
  They appear as dwarves with bone showing through torn 
  patches in their taut grey skin, and red glowing eyes. As 
  they are undead, they have the usual immunities to 
  sleep, charm, and other mind-affecting spells. As they 
  retain their intelligence and cunning through the process 
  of undeath, their natural racial instincts are magnified 
  many times, and they will attack elves and goblinoid 
  races in preference to all other foes, with a +1 “to hit” 
  and +1 to damage due to the ferocity of their hate. 
  Clerics turn them as if they were mummies.  
   
  All those struck by a dverg’s weapon must make a saving 
  throw vs. magic or be struck with crippling pain. The 
  game master should immediately note the victim’s true 
  hit point total. Each crippling pain strike will, in addition to 
  the “real” damage it inflicts, inflict another 2-12 h.p. of 
  crippling pain. If the victim is reduced to 0 or fewer hit 
  points through the pain, he or she will fall to the ground, 
  incapable of movement, attack, active defense, or 
  spell-casting, as well as losing the ability to use a shield or 
  apply any dexterity bonus to armor class. This effect will 
  last for a number of rounds equal to the number of failed 
  saving throws (the effect is cumulative). The effect wears 
  off 6-12 rounds after the last failed saving throw.  
   
  EXAMPLE: Hans the fighter has 20 h.p. He is struck by a 
  dverg for 5 points of ordinary damage, and fails his 
  saving throw vs. magic, taking 7 points of crippling pain 
  damage. On the next round, he takes 4 more points of 
  ordinary damage, fails again, and takes 8 points of pain 
  damage. He falls to the ground in searing pain for 2 
  rounds (2 failed saves), with 11 h.p. remaining to him. If 
  he is struck while on the ground, not only does he take 
  ordinary damage, but he must make yet another save 
  vs. pain. As long as he keeps failing, he stays down for 
  another round, unable to act.  
   
  Dvergs are usually armed with ornate and expensive 
  weaponry (usually 25-100 g.p. in value), as well as being 
  overly fond of jewelry. In addition to the treasure listed 
  above, each dverg is 100% likely to possess 1 piece of 
  jewelry, and 25% likely to possess a second.  
   
  EARWIG 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 10 
  MOVE: 1 
  HIT DICE: 1 hit point 
  % IN LAIR: 90% 
  TREASURE TYPE: nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: nil 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Animal 
  ALIGNMENT: Neutral 
  SIZE: S (1/2” long) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The earwig is a particularly insidious creature; although it 
  is often thought to be intelligent, it is in actuality 
  operating 
  purely 
  on 
  instinct. 
  It 
  attacks 
  sleeping 
  individuals, entering in the ear canal and settling in. 
  There, warm and safe, it begins to babble incessantly, 
  exercising its remarkable gift for mimicry. Snippets of 
  song, poetry, conversation, mindless giggling, half-told 
  riddles—everything the earwig has ever heard will be 
  slowly and deliberately and continuously recited. While it 
  doesn’t cause any actual damage by doing so, the 
  person so infected will be completely incapable of sleep 
  or concentration. In practical terms, magic-users and 
  clerics will be unable to get the necessary rest to 
  memorize spells; after the first day spell casting will prove 
  impossible; and after the third day of lack of sleep, all 
  those infested will lose a point of wisdom, dexterity, and 
  constitution per day. If any one of those abilities is 
  lowered to zero, the character dies of sheer exhaustion. 
  The earwig cannot be killed by conventional surgery or 
  
   
   
  Appendices 
  123 
  healing spells, and cannot be drowned; a cure disease 
  spell will kill it, however.  
   
  GORIC 
   
  FREQUENCY: Rare 
  NO. APPEARING: 6-25 
  ARMOR CLASS: 6 
  MOVE: 9” 
  HIT DICE: 1-6 
  % IN LAIR: 25% 
  TREASURE TYPE: individuals Q, in lair Qx10 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: By weapon type 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral good 
  SIZE: S (2’ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The goric is a generally benign creature of the 
  underground world, a distant cousin of the sprite, at 
  home in caves and caverns and seeing beauty in the 
  forms of stones and minerals. They are as a rule shy and 
  reclusive, but if approached with offerings of gems they 
  can be made allies. They are slight and willowy in 
  appearance, but can blend in with stone (worked and 
  natural) with a 90% chance of remaining undetected. 
  When striking from such protection, they automatically 
  gain surprise and a +2 bonus “to hit”. Once per day all 
  can detect metal and minerals (as per the wand of the 
  same name). Once per day, those with three or more hit 
  dice can cast stone shape, per the fifth level magic-user 
  spell. Once per day, those with five or more hit dice are 
  able to cast passwall (as per the fifth-level magic-user 
  spell) through dirt, metal, or stone only.  All have 
  infravision. 
   
  They are accomplished tunnelers and miners, greatly 
  prizing gems and not recognizing the value of anything 
  else. The value of the gems they carry will be determined 
  by their hit dice: 
   
   
  1-2 HD: Maximum 10 g.p. base value per gem 
   
  3-4 HD: Maximum 50 g.p. base value per gem 
   
  5 HD: Maximum 100 g.p. base value per gem 
   
  6 HD: Maximum 500 g.p. base value per gem 
   
  Gorics speak their own language as well as those of 
  sprites and dwarves.  
   
  LYCANTHROPE, WEREBADGER 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1 or 2-15 
  ARMOR CLASS: 6 
  MOVE: 12” (3”) 
  HIT DICE: 4 
  % IN LAIR: 35% 
  TREASURE TYPE: Individuals M, Q; clan D in lair 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: 1-6 / 1-6 / 1-4 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The werebadger shares all of the common traits 
  common to other lycanthropes (magical or silver 
  weapons to hit, affected by the full moon, etc.).  
   
  Werebadgers are either solitary (25% chance) or form 
  close-knit clans (75%). All are somewhat ill-tempered, but 
  once a friendly bond is established with another being, it 
  is held fiercely. Werebadgers are occasionally (15%) 
  known to associate with gnomes, and frequently (60%) 
  will be found with 2-5 regular (50%) or giant (50%) 
  badgers. They are able to assume the form of a regular 
  human, a giant badger, or a badger-human hybrid. 
  While in the latter form, they can employ the claw-claw-
  bite attack listed above, as well as using their powerful 
  claws to burrow through the soil. They can and do use 
  normal weapons while in badger-man form.  
   
  In combat, werebadgers are intensely fierce and will 
  fight to the death. They speak the language of burrowing 
  mammals and the gnomish tongue. They are on friendly 
  terms with coyotes but are known to kill dachshunds on 
  sight.  
   
  MOLD, BLACK 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1 patch 
  ARMOR CLASS: 9 
  MOVE: 0” 
  HIT DICE: - 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 0 
  DAMAGE/ATTACK: 0 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S to L 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Black mold is a scourge found in many subterranean 
  locales with high levels of moisture. It is black to very dark 
  green in color, and always with a moist, slick 
  appearance. Black mold colonies can grow as large as 
  500 square feet, and cover floors, ceilings, and walls.  
   
  
  Castle of the Mad Archmage 
   
   
   
  124 
   
  Due to its color, black mold is difficult to spot when on 
  conventional cave or dungeon walls. In such conditions, 
  there is a 50% chance that it will go unnoticed. 
   
  Anyone coming within 2” of the black mold patch will 
  trigger a release of its spores in a 2” by 2” by 2” cloud. 
  Anyone in the area must make two separate saving 
  throws; one vs. breath weapon and another vs. poison. If 
  the first throw fails, the victim is covered in the spores of 
  the black mold. Unless immediate steps are taken to 
  thoroughly clean all the exposed surfaces (clothing, skin, 
  hair, backpacks, pack animals, etc.), the mold will begin 
  growing on the victim at a rate of 1 square inch per 
  round. If ignored, the victim will become completely 
  covered in the stuff in less than a day. Once that 
  happens, the victim dies, covered in mold. (Note that 
  after an hour, anyone approaching the victim will suffer 
  an attack of spores themselves, requiring additional 
  saving throws.)  
   
  Those who fail the saving throw vs. poison will contract a 
  severe respiratory infection within 12 hours (roll 1d12 to 
  determine onset time). Those suffering from the disease 
  will lose one point each of strength and constitution for 
  the duration, and will suffer hacking coughing attacks at 
  random intervals (25% chance of one occurring when 
  silence is desired, such as when hiding or sneaking up on 
  an enemy).  
   
  A cure disease spell will cure either affliction, but two 
  separate spells are required to heal both, if needed.  
   
  Black mold itself is immune to fire or electricity-based 
  attacks. It can be killed with a cure disease spell or by 
  cold, such as a wand of frost, etc. 
   
  PYRE WRAITH 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1 (or 11-20) 
  ARMOR CLASS: 2 
  MOVE: 9” 
  HIT DICE: 3+1 
  % IN LAIR: 100% 
  TREASURE TYPE: U 
  NO. OF ATTACKS: 4 
  DAMAGE/ATTACK: 2-7 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Pyre wraiths are a unique combination of undead and 
  elemental formed from a specially constructed funeral 
  pyre or cremation fire. They are usually imprisoned in a 
  funeral urn, whence they are incapable of escaping. 
  However, if freed, they will lash out at any living beings in 
  the vicinity, in a blind rage at their undead status.  
   
  Pyre wraiths are able to cast fireball and fire charm once 
  per round. Although they appear as some sort of fire-
  based elemental, they are, in fact, undead creatures 
  and thus are immune to the usual mind-affecting 
  magics as other such creatures. They are immune to fire-
  based attacks, although cold and water based spells do 
  double damage. Only weapons of +1 or greater 
  enchantment can harm them. They appear as pillars of 
  fire, lashing out with tentacles of flame. Clerics turn them 
  as if they were shadows.  
   
  RAT, GIANT WHITE 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 1-20 
  ARMOR CLASS: 7 (2) 
  MOVE: 12” 
  HIT DICE: 3 
  % IN LAIR: 45% 
  TREASURE TYPE: Individuals N, R; E (in lair) 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-3 or by weapon 
  SPECIAL ATTACKS: None 
  SPECIAL DEFENSES: None 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral Evil 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The giant white rat, while a cousin of the more common 
  Sumatran variety, is actually an intelligent creature, and 
  will almost certainly be found dressed in clothing befitting 
  a nobleman or dandy (at least, one of some 3’ in 
  height). Though they typically eschew the company of 
  wererats and their less intelligent cousins, thinking 
  themselves belonging to a wholly superior class of 
  personage, they will occasionally lower themselves to 
  consort with such creatures, as long as their superior 
  status is acknowledged and their demands for plush and 
  luxurious quarters are met. For their part, they are 
  excellent swordsmen (swordsrats?), and are most often 
  found wielding a very slender rapier that does damage 
  equivalent to a dagger. Their prowess is such that if they 
  are facing an opponent with a one-handed weapon, on 
  any round where their opponent misses and they hit, 
  there is a 25% chance that they have, in fact, disarmed 
  their opponent, sending their weapon flying 3-8 (1d6+2) 
  feet away in a random direction. This will only happen to 
  opponents who are in front of the white rat, and who are 
  using a single-handed weapon in melee.  
   
  One in ten giant white rats is a cavalier, and will be found 
  with a war dog (q.v.) as a mount. They use scaled-down 
  spears (that do 2-5/2-4 h.p. damage) and charge at 
  opponents. Such cavaliers will wear rat-shaped plate 
  mail armor, complete with plumed helmet and shield. 
  Their mount will have studded leather armor as per a 
  normal war dog.  
   
  
   
   
  Appendices 
  125 
  All pride themselves on their literacy, and are able to 
  speak not only their own squeaking language but the 
  Common tongue and the language of xvarts. True to 
  their nature, if pressed they will flee, able to squeeze their 
  body into any aperture large enough to accommodate 
  their head (approx. 6”). They also consider themselves 
  excellent card players and have been known to while 
  away hours in contests of plaques and the like with 
  enemies, as they consider such to be a more 
  “gentlemanly” way to deal with their foes. They are not 
  above turning instantly hostile and treacherous, however, 
  should the opportunity arise. They despise jermlaine, 
  whom they consider to be no more than savages. They 
  are found in any clime other than desert or arctic.  
   
  RAT, MONSTROUS  
   
  FREQUENCY: Rare 
  NO. APPEARING: 1-4 
  ARMOR CLASS: 5 
  MOVE: 12”//6” 
  HIT DICE: 5 
  % IN LAIR: 20% 
  TREASURE TYPE: O, R 
  NO. OF ATTACKS: 3 
  DAMAGE/ATTACK: 1-12/1-6/1-6 
  SPECIAL ATTACKS: Nil 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Semi- 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The monstrous rat is a truly terrifying creature, being the 
  embodiment of one of mankind’s primal fears; a rodent 
  brought to the size of a man by some unnatural means, 
  which is capable of standing up on its hind legs in some 
  horrific parody of human stature, allowing it to attack with 
  both of its forepaws as well as its vicious bite. It appears 
  much like an ordinary rat, although of enormous (5’-6’) 
  size, and often with enormous warts and deformities 
  distorting its face, hands, and body. Monstrous rats are 
  often found in the company of both giant rats and 
  wererats, and are used as fierce guardians by the latter. 
  They are aggressive, and once they have scored a 
  successful bite attack, there is a 40% chance they will 
  cling to the victim, inflicting an automatic 1-4 additional 
  points of damage per round, as well as attacking further 
  with their claws. Like their smaller cousins they are strong 
  swimmers, although their bite does not, as a rule, carry 
  disease.  
   
  RESTLESS SPIRIT 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1-6 
  ARMOR CLASS: 3 
  MOVE: 9” 
  HIT DICE: 8 
  % IN LAIR: 25% 
  TREASURE TYPE: E 
  NO. OF ATTACKS: 0 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Neutral evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The restless spirit is a form of non-corporeal undead who 
  died with some great task left unfinished. They are thus 
  doomed to wander the mortal plane for all eternity. As 
  with all undead, they are immune to all mind-affecting 
  magic and cold, and can only be harmed by weapons 
  bearing an enchantment of +2 or better. Holy water 
  causes them 2-7 points of damage per full vial that hits 
  them. The restless spirit does not attack in the 
  conventional sense; each possesses a special attack, 
  often somehow related to either their mode of death or 
  the unfinished task that prevented them from moving on 
  to the afterlife.  
   
  These special attacks can take many forms, and the 
  specifics are left up to the individual game master to 
  decide. They can influence the mind (causing insanity, 
  for instance), the body (paralysis, aging, loss of attribute 
  score), or their environment (animating objects, causing 
  heat or cold, etc.). Clerics can turn them as special 
  undead creatures.  
   
  Restless spirits appear as translucent images of their living 
  selves. Contrary to folklore, completing the unfinished 
  task of a restless spirit will not put it to rest, and may even 
  enrage it, reminding it of what it was unable to do in life.  
   
  SKELETON LORD 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1-10 
  ARMOR CLASS: 0-2 
  MOVE: 0” 
  HIT DICE: 7-9 
  % IN LAIR: 60% 
  TREASURE TYPE: B 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 1-10/1-10 or by weapon type 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: High 
  ALIGNMENT: Neutral (evil) 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The skeleton lord is a special type of undead, created 
  using a process similar to that of the lich, although it is 
  usually bestowed upon loyal followers of a powerful cleric 
  or magic-user as a “reward” to their followers. The 
  
  Castle of the Mad Archmage 
   
   
   
  126 
   
  unstated price of that reward is service throughout 
  eternity. 
   
  The armor class and hit dice of the skeleton lord are 
  related. A skeleton lord with 7 HD will have an AC of 2, 
  one with 8 HD has an AC of 1, and one with 9 HD has an 
  AC of 0. They are usually armed with the weapons they 
  favored in life, but can strike with each bony fist in melee 
  if necessary. They instill fear in any creature with less than 
  5 HD, causing such creatures to make a saving throw or 
  flee in blind panic for 2d6 rounds. Any creature struck (by 
  weapon or by the creature’s fists), regardless of hit dice, 
  must make a saving throw vs. spells or similarly be 
  overcome by fear, and lose one hit point permanently.  
   
  Skeleton lords are usually placed in command of other 
  skeletons, whether of the ordinary variety or greater 
  skeletons. As such, they can communicate with 
  animated 
  skeletons 
  and 
  other 
  skeletal 
  creatures 
  (including animal skeletons, liches, wights, etc.) through 
  a sort of telepathy, with a range of 12”. Mindless undead 
  will obey its commands unless they are under the direct 
  control of their creator. Intelligent undead (those with 
  average or greater intelligence) will hear the skeleton 
  lord, but may or may not obey, according to their will. 
  The skeleton lord may, at its option, attempt to co-opt 
  mindless undead, in which case each gets a save vs. 
  spells. The skeleton lord may use this power to attempt to 
  counter-turn undead in its range, as if it were an evil 
  cleric of 12th level. 
   
  As with all undead, they are immune to sleep and charm 
  spells. They appear as normal skeletons, but wearing 
  some sort of plate armor and with a baleful green glow 
  in their eye sockets. They are turned by clerics as if they 
  were liches. 
   
  SLIME, SCARLET 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 9 
  MOVE: 0” 
  HIT DICE: 3 
  % IN LAIR: 100% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 0 
  DAMAGE/ATTACK: Nil 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Non- 
  ALIGNMENT: Neutral 
  SIZE: S 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Scarlet slimes are bizarre fungi-like amoeboid life-forms 
  found in deep subterranean locales. Immobile, they do 
  grow along walls and ceilings, feeding on ferrous metals. 
  Much like the green slime (q.v.) they can sense when 
  metals pass beneath them and will drop on such and 
  immediately consume them. The effect is almost 
  immediate, with non-magical armor and weapons being 
  reduced to a damp clump of rust in under a round. 
  Magical metals are given a saving throw with a bonus 
  equal to its magical “plus”.  
   
  Scarlet slime will not affect flesh, stone, or wood. 
  Conventional weapons do no harm to the slime, but fire 
  or cold-based attacks do full damage.  
   
  They are sometimes found in the vicinities of other types 
  of slime.  
   
  SPOGEL 
   
  FREQUENCY: Rare 
  NO. APPEARING: 1-3 
  ARMOR CLASS: 2 
  MOVE: 9” 
  HIT DICE: 4 
  % IN LAIR: 100% 
  TREASURE TYPE: Nil 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: N/A 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Very 
  ALIGNMENT: Lawful Evil 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The spogel is a non-corporeal undead creature that is 
  drawn to the place not where it died or was laid to rest, 
  but where it spent most of its days in life. Often those who 
  were creatures of slavish habit will find themselves 
  condemned to roam the Prime Material Plane as 
  spogels. It lashes out at any living beings interrupting its 
  routine or disrupting its solitude; it is most often 
  encountered in the place where it used to work, study, or 
  live. The spogel is able to hit foes with its numbing cold 
  limbs, inflicting a loss of 1 point of both strength and 
  dexterity which lasts for 2d6 days. Any character who is 
  reduced to zero in either attribute dies automatically. A 
  restoration or heal spell will reverse the effect, but doing 
  so will not return life to one who has been slain through 
  the attribute-draining effect of the creature.  
   
  The spogel appears as a spectral version of its form in 
  life, a transparent figure glowing with an eerie blue-green 
  light. Clerics turn them as if they were ghasts.  
   
  WORRY-HAG (Least daemon) 
   
  FREQUENCY: Very Rare 
  NO. APPEARING: 1 
  ARMOR CLASS: 9 
  MOVE: 9” 
  HIT DICE: 2 
  % IN LAIR: Nil 
  TREASURE TYPE: Nil 
  
   
   
  Appendices 
  127 
  NO. OF ATTACKS: 1 
  DAMAGE/ATTACK: 1-3/1-3 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: See below 
  MAGIC RESISTANCE: 35% against first-level spells 
  INTELLIGENCE: Average 
  ALIGNMENT: Neutral evil 
  SIZE: S (3’ tall) 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  The worry-hag is a denizen of the lower planes, 
  specifically the glooms of Hades, where they act as 
  minor servitors to the various forms of greater hags and 
  daemons that rule those planes. They are also not 
  unknown on the adjoining planes of Gehenna and 
  Tarterus. It pleases the rulers of these planes to 
  sometimes send their minions to the Prime Material Plane 
  to either serve wicked spell-casters as familiars, to act as 
  spies or advance scouts for their masters, or simply to 
  wreak havoc on their own. Worry-hags are created from 
  larvae in a process similar to that by which imps and 
  quasits are created (q.v.). If a special familiar is 
  indicated when casting a find familiar spell, and the 
  caster is of neutral evil alignment, a worry-hag will be the 
  result. 
   
  In their natural state, they appear as miniature and very 
  ugly women, with black faces which are at once 
  withered and bulbous. They are fond of dressing in many 
  layers of gloomy clothing, with various shades of black, 
  brown, and grey. Their eyes are deep pits of glossy black. 
  The worry-hag can assume two of the following forms, at 
  will: owl, black fawn, hare, or constrictor snake. 
   
  When in its natural form, the worry-hag's attack is by its 
  tiny horny fists. In addition, the worry-hag is able to spit 
  forth venomous bile once every 2 rounds. If it hits its 
  target (range 2", save vs. breath weapon or be hit), it will 
  cause blindness (per the spell) for 2d6 turns. They also 
  regenerate 1 h.p. per round. When in their fawn or hare 
  forms, they have no physical attacks. 
   
  Regardless of its form, the worry-hag has at its command 
  the following magical powers: ultravision, detect good, 
  detect magic, and invisibility, all at will. Once per day it 
  can cause confusion (as per the 7th level druid spell). 
  They 
  are 
  immune 
  to 
  poison, 
  paralysis, 
  charm, 
  suggestion, and normal weapons. Acid, fire, and cold-
  based attacks do half damage. For purposes of spell 
  attacks against them, worry-hags are considered 7 hit 
  dice creatures. They can also draw on the awesome 
  intellects of the daemon-lords who create them. The 
  worry-hag's magic resistance functions as does that of all 
  daemons; it is 35% vs. first-level spells, then subtracts 5% 
  per spell level. It is still as if the caster were 11th level. 
   
  When in the role of a familiar, the worry-hag gives to its 
  "master" the following benefits and powers: a telepathic 
  link allowing the "master" to share the worry-hag's senses 
  (including ultravision) up to a mile away. Within 1" of its 
  "master", the worry-hag imparts its magic resistance of 
  35% against first-level spells and allows him or her to 
  regenerate 1 h.p. per round. When within a mile of its 
  "master", the worry-hag adds one level of experience to 
  him or her; when more than a mile away, one level is 
  subtracted. If the familiar is slain, the "master" will lose 4 
  levels. Lastly, in addition to the normal course of its 
  advice, it is able to open contact to the pits of Hades 
  once per week, in order to help its "master" decide on a 
  course of action. This contact functions as a commune 
  spell, but 6 questions are allowed. 
   
  ZOMBIE, PLAGUE 
   
  FREQUENCY: Rare 
  NO. APPEARING: 3-18 
  ARMOR CLASS: 8 
  MOVE: 12” 
  HIT DICE: 2 
  % IN LAIR: 0% 
  TREASURE TYPE: M (X 5) 
  NO. OF ATTACKS: 2 
  DAMAGE/ATTACK: 2-8 
  SPECIAL ATTACKS: See below 
  SPECIAL DEFENSES: Nil 
  MAGIC RESISTANCE: Standard 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral 
  SIZE: M 
  PSIONIC ABILITY: Nil 
   
  Attack/Defense Modes: Nil 
   
  Plague zombies are a variety of zombie that is not reliant 
  on the spells of magic-users or clerics for their animation; 
  as such, they are not usually under the thrall of any 
  mortal. They are not slow and lumbering as are ordinary 
  zombies; they will run when necessary with great speed 
  and display a savage cunning. They travel in packs.  
   
  While the origins of the first plague zombies are lost in the 
  mists of time, their current means of reproduction is well 
  understood. When they have slain an opponent, they will 
  immediately rip the top of the skull open and devour the 
  brains. Once this happens, the victim is turned into a 
  plague zombie him- or herself, and joins the pack in 
  search of more victims. There is a 40% chance that a 
  plague zombie who deals the killing blow to an 
  opponent will stop fighting, even in the midst of a 
  prolonged battle, to devour the brains. Doing so takes 1-
  6 rounds. Victims whose brains have been eaten rise 
  within 1-6 rounds as a new plague zombie, and cannot 
  be either raised or resurrected; hence death at the 
  hands of these creatures is particularly feared.  
   
  As plague zombies are undead creatures, they are 
  immune to charm and sleep-type spells. Clerics may 
  turn them as if they were zombies of regular sort.  
   
   
  
  Castle of the Mad Archmage 
   
   
   
  128 
   
  APPENDIX IV: Special Random Encounters 
   
  As noted in the random encounter keys for each level, 
  on average, one out of every 144 random encounters 
  (first a roll of 12 on the encounter table, and then a roll of 
  12 on the dungeon dressing table) will result in a 
  “special” encounter. These encounters can take place 
  on any level of the dungeon (except as noted below), 
  and the game master is encouraged to make the most 
  of them as special events. In such a circumstance, 
  simply roll on the table below to select the appropriate 
  encounter. Full details on each are given below.  
   
   
  Roll 
  Encounter 
   1-10 
  The Golden Man 
   2-18 
  Rival Adventuring Party 
   
  19 
  Old Friends 
   
  20 
  The Mad Archmage 
   
  1. 
  THE GOLDEN MAN. The legendary Golden Man will 
  never be initially encountered at any range shorter 
  than 30 yards. It appears as a human-sized and 
  shaped being of pure gold, whose entire surface is 
  studded 
  with 
  gems 
  of 
  incredible 
  size 
  and 
  inestimable value, although if taken intact its value 
  would surely exceed a million gold pieces merely for 
  the raw value of its materials alone. It is featureless 
  and sports no apparent indicator of gender. It 
  cannot be surprised under any circumstances, and 
  is completely immune to any sort of magic that 
  affects the mind (such as hold, command, etc.) or 
  time (such as time stop). It otherwise has a magic 
  resistance of 75%. It is capable of travelling in 
  excess of 24” per round, and seems to be able to 
  draw upon inner reserves of speed if pursued (it 
  possesses a magical power that effectively adds its 
  base speed of 24” to the speed of anything or 
  anyone 
  pursuing 
  it). 
  The 
  game 
  master 
  is 
  encouraged to use the Golden Man to frustrate his 
  greedy players to no end. It has no lair. 
  2. 
  RIVAL ADVENTURING PARTY. If the game master has 
  had the forethought to provide his players with a 
  recurring foil in the form of a party of NPC 
  adventurers 
  who 
  compete 
  with 
  the 
  player 
  characters for gold and glory, this is the place to 
  have them show up, seemingly out of nowhere. If 
  not, then the exact size and composition of the rival 
  adventuring party will change depending on the size 
  and composition of the player characters’ party. As 
  a rule of thumb, the rival party will be composed of 
  exactly the same classes as the PCs, with levels 1 or 
  2 greater than each PC. Races will be random (as 
  allowable by class and level), and gender will be 
  80% male, 20% female. Alignment will generally be 
  the opposite of that of the party members, again 
  within the limits of class (evil analogues of paladins 
  will be ordinary cavaliers or fighters, rangers will be 
  fighters, etc.).  
  3. 
  OLD FRIENDS. The party encounters a group of three 
  humans at a range of 20-120’. One is a balding 
  man with a goatee and ruddy cheeks, wearing 
  faded piebald clothing at least a hundred years out 
  of date and bearing nothing more than a flute. The 
  next is dressed in some sort of outlandish, tight-fitting 
  clothing, with a wide-brimmed hat and curious 
  accoutrements. The third is a smallish man dressed 
  in various shades of green, bearing a bow and short 
  sword. These three are “quasi-deities”; a step 
  between heroes and demigods, and of enormous 
  power but unpresuming appearance. If confronted, 
  they will be polite but firm; they will describe 
  themselves as being on a “sight-seeing tour”, but will 
  firmly refuse company. [DESIGNER’S NOTE: These 
  three have been previously detailed in Dragon 
  magazine #71 and the Glossography included in 
  the original 1983 World of Greyhawk™ boxed set, 
  both published by TSR. Game masters desiring to 
  know 
  more 
  about 
  the 
  venerable 
  Heward, 
  Keoghtom, and Murlynd are advised to refer to that 
  volume, or create their own quasi-deities. Such 
  would be of multiple levels in multiple classes (such 
  personages are naturally immune to the rules that 
  limit mere mortals), with between 36 and 56 
  combined levels and a suitable array of magical 
  items (some unique to them) and innate powers 
  gleaned from many scores of years of adventuring 
  and being close to the councils of the Gods.] 
  4. 
  THE MAD ARCHMAGE. A single figure, rotund with wiry 
  hair, rosy cheeks, and an irrepressible grin on his 
  face, will be seen. Roll on the following table to 
  determine his reaction, which is based on the 
  attitude of the player characters. 
   
   
  PC Reaction 
  Roll 
  Friendly 
  Neutral / 
  Cautious 
  Hostile 
  1-6 
  Archmage 
  is Friendly 
  Archmage 
  is Neutral 
  Archmage 
  is Hostile 
  7-9 
  Archmage 
  is Neutral 
  Archmage 
  is Friendly 
  Archmage 
  is Neutral 
  10 
  Archmage 
  is Hostile 
  Archmage 
  is Hostile 
  Archmage 
  is Friendly 
   
  The Archmage is Friendly. The figure is most 
  accommodating and pleasant. He asks questions 
  such as “So, how do you like my little playground?” 
  and “I hope you haven’t killed too many of the 
  monsters today; it is such a nuisance to restock 
  them, you know!” If the PCs play along, there is a 
  50% chance he will give them a Talisman of Zagy, 
  with the encounter result automatically “friendly”. He 
  will then disappear.  
   
  The Archmage is Neutral. The figure is somewhat 
  distant and distracted. He asks questions such as 
  “You haven’t seen a golden man anywhere about, 
  have you?” and “I don’t suppose you know how 
  many other adventurers are wandering around 
  here, eh?” If the PCs answer his questions with at 
  least a semblance of honesty, there is a 50% 
  chance that he will give them a Talisman of Zagy, 
  with the encounter result automatically “neutral”. He 
  will then disappear.  
   
  
   
   
  Appendices 
  129 
  The Archmage is Hostile. The figure will let loose with 
  a barrage of spells, blasts from his wand of wonder, 
  and strikes with his vorpal blade, for 3-12 rounds. 
  Thereafter, he will let out a joyful laugh, declare the 
  player characters “quite a bit of all right”, and leave 
  them with a Talisman of Zagy, with the encounter 
  result automatically “hostile”. He will then disappear. 
   
  Under 
  no 
  circumstances 
  should 
  the 
  player 
  characters be able to best the Archmage in 
  combat.  
   
  [DESIGNER’S NOTE: For those who must have game 
  statistics for him, the Mad Archmage was previously 
  detailed in Dragon magazine #70 and the 
  Glossography included in the original 1983 World of 
  Greyhawk™ boxed set, both published by TSR.] 
   
  
  Castle of the Mad Archmage 
   
   
   
  130 
   
  APPENDIX V: New Spells 
   
  Cleric Spells 
   
  Hellsblades (Evocation) 
   
  Level: 6 
  Components: V,S 
  Range: 3” 
  Casting time: 9 segments 
  Duration: 3 rounds/level 
  Saving throw: None 
  Area of Effect: 9’ diameter 
  sphere 
   
  This spell conjures forth nine red-hot blades from the very 
  furnaces of Hell. The curved knives will whirl about in a 9’ 
  diameter sphere, the center of which can be moved by 
  the mental command of the caster at a rate of 9” per 
  round. The blades attack as if they were fighters of a level 
  equal to the caster, with each doing 1d8 h.p. of 
  damage plus an additional 1d6 of heat damage. The 
  blades can collectively attack up to three separate 
  opponents per round, as long as they are in the area of 
  effect.  
   
  Doompit (Conjuration/Summoning) 
   
  Level: 7 
  Components: V,S,M 
  Range: 6” 
  Casting time: 3 segments 
  Duration: 6 rounds 
  Saving throw: None 
  Area of Effect: 9’ diameter  
  circle 
   
  This spell opens up a special sort of gate, usually directly 
  beneath an enemy, which transports them 30’ above the 
  floor of the lowest pit of Hades itself, thence to be 
  devoured by daemons and hags. If the spell is 
  successfully cast, it can only be avoided by those with an 
  ability to either levitate, fly, or some similar means to 
  avoid falling into the pit which forms beneath them (thief-
  acrobats and barbarians, for instance, might be given a 
  chance to leap away by the game master, should 
  circumstances dictate). For all intents and purposes, 
  falling into the pit means the death of the victim(s), 
  unless they have some extraordinary means of escape. 
  Creatures from Hades will not, however, enter into the 
  caster’s vicinity through the ‘pit. The spell requires the 
  cleric’s (un)holy symbol.  
   
  Druid Spells 
   
  Notes Regarding Myconic Druid Spells: 
   
  Whereas the religious symbol of most druids is the 
  mistletoe, followed by the leaves of holly and oak, the 
  special connection of the myconic druid with the fungus 
  and mushroom growths of the underworld (and surface 
  world, for that matter) have given them cause to employ 
  different substances as the material components of their 
  spells. In lieu of the ordinary druidical holy symbols, 
  myconic druids employ the following: 
   
  MUSHROOM TYPE 
  USED IN LIEU OF… 
  Fly agaric 
  Mistletoe* 
  Scotch bonnet 
  Holly 
  St. George’s Mushroom 
  Oak leaves 
   
  * = the classifications of greater, lesser, and borrowed 
  still apply; the fly agaric is at its most potent when 
  harvested by the druid himself on Walpurgis eve (as 
  opposed to Midsummer in the case of normal druids).  
   
  Monstrous slimes and molds such as green slime and 
  yellow mold are affected by the various spells of the 
  myconic druid, but deadly puddings, such as the black 
  pudding, are not.  
   
  Fungus Friendship (Enchantment/Charm) 
   
  Level: 1 
  Components: V,S,M 
  Range: 1” 
  Casting time: 6 turns 
  Duration: Permanent 
  Saving throw: None 
  Area of Effect: One fungus  
  creature 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. It is essentially the same as the first-level 
  druid spell animal friendship, but affects only fungus and 
  mushroom-based creatures such as violet fungi and 
  ustilagors. Intelligent fungus creatures such as myconids 
  are not affected.  
   
  Locate Fungus (Divination) 
   
  Level: 1 
  Components: V,S,M 
  Range: 0 
  Casting time: 1 round 
  Duration: 1 round/level 
  Saving throw: n/a 
  Area of Effect: 2” path 2”  
  long/level 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, this spell is 
  identical to the first-level druid spell locate animals, 
  except it will only function in relation to fungus-based 
  creatures.  
   
  Charm Fungus (Enchantment/Charm) 
   
  Level: 2 
  Components: V,S 
  Range: 8” 
  Casting time: 4 segments 
  Duration: special 
  Saving throw: Neg. 
  Area of Effect: One fungus  
  creature 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, this spell is 
  identical to the second-level druid spell charm person or 
  mammal, except that it only affects fungus and 
  mushroom-based creatures such as shriekers and 
  myconids. If a creature’s intelligence is given as 
  “unrateable”, the game master should roll to determine 
  how often to conduct a saving throw check: 
   
  
   
   
  Appendices 
  131 
   
  Roll (d10) 
  Period Between Checks 
  1 
  3 months 
  2 
  2 months 
  3 
  1 month 
  4 
  3 weeks 
  5 
  2 weeks 
  6 
  1 week 
  7 
  3 days 
  8 
  2 days 
  9 
  1 day 
  10 
  1 hour 
   
  Fungus Growth (Alteration) 
   
  Level: 3 
  Components: V,S,M 
  Range: 12” 
  Casting time: 1 round 
  Duration: Permanent 
  Saving throw: None 
  Area of Effect: 2” X 2” square 
  area/level 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, this spell is 
  identical to the third-level druid spell plant growth.  
   
  Mushroom (Alteration) 
   
  Level: 3 
  Components: V,S,M 
  Range: 0 
  Casting time: 5 segments 
  Duration: 8 turns + 1 turn/level Saving throw: None 
  Area of Effect: Personal 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, it is identical to 
  the third-level druid spell Tree, except that the druid turns 
  himself into a mushroom of two to six feet in height, or a 
  fairy-ring of ordinary-sized mushrooms some 6’ in 
  diameter.  
   
  Mushroom Door (Alteration) 
   
  Level: 4 
  Components: V,S,M 
  Range: Touch 
  Casting time: 6 segments 
  Duration: 1 turn/level 
  Saving throw: None 
  Area of Effect: Special 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, this spell is 
  identical to the fourth-level druid spell plant door, except 
  that it only applies to giant-sized mushrooms and fungus, 
  such as is not uncommon in underground settings. The 
  duration of the spell is increased by a factor of twelve if 
  the druid opts to stay within a fairy ring.  
   
  Speak With Fungus (Alteration) 
   
  Level: 4 
  Components: V,S,M 
  Range: 0 
  Casting time: 8 rounds 
  Duration: 2 rounds/level 
  Saving throw: None 
  Area of Effect: 6” diameter 
  circle 
   
  This spell is normally only available to myconic druids, but 
  they may teach the secret of receiving it to any normal 
  druid they wish. Except as noted above, and in regards 
  to the material components (which are of typical 
  myconic druid sort) it is identical to the fourth-level 
  clerical spell speak with plants, except it only applies to 
  mushrooms and fungus of various sorts.  
   
  Magic-User Spells 
   
  Hellsfire (Conjuration/Summoning) 
   
  Level: 8 
  Components: V,S 
  Range: 6” 
  Casting time: 4 segments 
  Duration: 2 rounds/level 
  Saving throw: Special 
  Area of Effect: 10’ X 10’ area 
  per level 
   
  This spell summons an inferno of flames, searing volcanic 
  gasses, and lava to inundate the area of effect. All non-
  living items within the area of effect must make an 
  immediate saving throw vs. fire or be destroyed. Any living 
  creatures within the area will suffer 10d6 h.p. of fire damage 
  from the torrent of molten rock raining down upon them 
  (those with magical resistance to fire get a saving throw vs. 
  breath weapon for half damage), as well as needing to 
  make a saving throw vs. poison or die from the poisonous 
  gasses that billow forth inside the area of effect. Beings of 
  an extra-planar nature who are composed of fire (such as 
  efreeti or fire elementals) are immune to the flame effects, 
  but will still take 2d6 h.p. per round from the physical 
  pummeling, and may or may not be immune to the effects 
  of the poison gas, as the description of the being in 
  question dictates. 
   
  Netherbeast (Evocation, Conjuration/Summoning) 
   
  Level: 9 
  Components: V 
  Range: 0 
  Casting time: 6 segments 
  Duration: 1 turn/level 
  Saving throw: None 
  Area of Effect: Special 
   
  A potent variant of the prismatic sphere, this spell creates 
  a creature of concentric layers of energy drawn from the 
  very lower planes themselves. The magic-user is encased 
  within the various shimmering layers of baleful energy, 
  which both protect him and allow him to cast spells 
  through the creature’s layers at enemies (or otherwise). It 
  is also possible for the caster to cast spells that require 
  touch to be effective through the creature. Note that the 
  caster can set the creature to react automatically to 
  attacks and standard defenses for up to one round per 
  point of intelligence of the caster; during that time it will 
  attack, defend, move, etc. according to either a pre-
  
  Castle of the Mad Archmage 
   
   
   
  132 
   
  programmed plan or in response to “simple” stimuli. 
  During such times, the magic-user within the beast is 
  able to cast other spells and otherwise concentrate on 
  other things, leaving the beast to function solo. The 
  magic-user is immune to all physical attacks, and the 
  netherbeast will absorb as many points or other effects of 
  magical damage as is can before they would affect the 
  caster. If the circumstance should suddenly and 
  drastically change, however (such as, a new enemy 
  coming into a combat situation), the netherbeast will 
  continue its previous pattern as best it is able; it cannot 
  react to radical change.  
   
  Anyone with fewer than 8 hit dice viewing the creature 
  will flee in panic for 3-18 rounds.  
   
  Each layer of the netherbeast is drawn directly from the 
  baleful energies of one of the lower planes, and has the 
  following powers and/or effects: 
   
  Layer 
  Color 
  Order 
  Effects 
  Associated 
  Plane 
  Orange 
  1st 
  Scorches flesh for 
  10 
  h.p. 
  damage 
  per hit. 
  Acheron 
  Gray 
  2nd 
  Burns flesh for 20 
  h.p. damage per 
  hit.  
  Pandemonium 
  Red 
  3rd 
  Melts 
  flesh 
  and 
  bone for 40 h.p. 
  damage per hit.  
  Hell 
  Black 
  4th 
  Withers and rots with 
  a touch - save vs. 
  poison or die.  
  The Abyss 
  Maroon 
  5th 
  If both arms hit the 
  same opponent (25 
  h.p. each), they will 
  do 
  a 
  crushing 
  embrace 
  of 
  negative 
  energy 
  that drains 2 levels 
  per 
  round 
  automatically 
  as 
  long 
  as 
  the 
  embrace lasts. 
  Gehenna 
  Purple 
  6th 
  A hit requires a save 
  vs. petrification or 
  the target is turned 
  to stone.  
  Tarterus 
  Violet 
  7th 
  A hit requires a save 
  vs. 
  spells; 
  failure 
  means the target is 
  instantly transported 
  to the lowest floor of 
  Hades. 
  Hades 
   
  Note that the hellfire effects of the orange, grey, and red 
  layers will affect anything short of a being of pure flame 
  such as an efreet or fire elemental; ordinary protections 
  against flame are useless.  
   
  Each layer of the beast is AC 0 and has 66 h.p., but can 
  only be damaged by a weapon of +1 or greater 
  enchantment. It can make two attacks per round with its 
  great arms, attacking as a fighter of a level equal to that 
  of the caster. Once it takes damage equal to its total hit 
  points, it will disappear, leaving the next-inner layer 
  behind. Note that damage that destroys one layer will 
  not spill over to the next, even if the attack does more 
  h.p. worth of damage than the layer has left.  
   
   
   
   
   
   
  
   
   
  Appendices 
  133 
  APPENDIX VI: Maps 
   
  The following key applies to all of the maps in this appendix: 
   
  
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  “Joseph Bloch’s Castle of the Mad Archmage is a fine compliment to Castle 
  Zagyg: The Upper Works. The dungeon level Joseph presents, The Deep Cellars, 
  is loaded with tricks, traps, monsters, treasure, magic, and no small amount of 
  zaniness. Joseph is a long-time Greyhawk enthusiast, and his passion and 
  dedication to the material is not only significant, but commensurate with his 
  creative ability. Fellow fans and enthusiasts of Greyhawk Castle/Castle Zagyg 
  would be remiss to ignore Castle of the Mad Archmage. In short, Joseph Bloch 
  has, in my opinion, seized the creative torch of the mad archmage’s 
  dungeons.“ 
   
  -- Jeffrey Talanian, co-author of Gary Gygax’s Castle Zagyg: The Upper Works 
   
  “You wanna talk about people producing new and exciting stuff? This is it. It’s my 
  opinion Joseph was uniquely situated to give us something of a continuation 
  after the cessation of Castle Zagyg, and did he ever! … Joseph thanks me in 
  the forward (though I cannot imagine whatever for), but those of us who loved 
  old-school dungeons, Castle Greyhawk, and Castle Zagyg should be thanking 
  him. A lot.” 
   
  -- Zachary Houghton, creator of the Irrin FRP setting and former “ENnies” Award judge 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/WG13 Castle of the Mad Archmage.pdf