TEXT: FM005LL
  AN ADVENTURE
  FOR 4–6 CHARACTERS OF 4TH to 6TH LEVEL
  FOR USE WITH LABYRINTH LORD™ AND SIMILAR GAMES
  INCLUDING THE ADVANCED EDITION COMPANION™
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth 
  Lord™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™  
  Trademark License 1.1 available at www.goblinoidgames.com.
  ©2010 Faster Monkey Games™  fastermonkeygames.com
  Cover art by Andy “ATOM” Taylor  Additional art by Steve Zieser
  Editor: Shelley Harlan  Layout and collaboration: Joel Sparks
  Dedicated to the late great Dr. J.E. Holmes
  by Jeff “Bighara” Sparks
  
  2
  Introduction
  A worried seneschal recruits the party to rescue his 
  lord’s son. A cult long thought dead abducted the 14-year-
  old boy and took him to their underground lair behind 
  an eerie skull-shaped rock formation. As the heroes delve 
  deeper, they grow closer to the forces that manipulate the 
  fanatics from behind the scenes and the sinister origin of 
  the cult itself.
  Descriptions and Illustrations
  The first few sentences of each area’s text give a general 
  description. However, the complex inside the mountain is 
  a dynamic place. Intelligent monsters, like the lizardfolk, 
  react to events. Circumstances might dictate that a normally 
  empty room could currently be filled with foes. Likewise, 
  tactics described in the text are generally suggestions. 
  At the end of the module are five illustrations, to be 
  shown to players at certain times indicated in the text.
  Scaling the Challenge
  While not quite a “megacrawl,” this adventure is large. 
  The party will rest many times and should probably return 
  to the surface before continuing on to the deeper levels. The 
  rescue of the hostage on Level 3 is a logical point for the 
  PCs to head back to town. The LL may want to encourage 
  the players to do so. Wolford offers ample provisions for 
  sale and potential hirelings, as well as the extraordinary 
  healing services of Father Dobrun’s congregation (p5).
  Even higher-level characters may find some parts very 
  challenging. The dragon is an extremely difficult encounter; 
  defeating the Avatar is a noteworthy triumph. If necessary 
  the LL can scale the challenge:
  Change the number of cultists encountered in 
   
  
  the upper levels.
  Change the number of lizardfolk encountered 
   
  
  in the lower levels.
  Replace the bone golem on Level 4 with 
   
  
  skeletons.
  Remove the spider encounter from Level 5.
   
  
  Remove the salamander from Level 6.
   
  
  Change the dragon’s HD.
   
  
  Take away the dragon’s spells.
   
  
  Background
  A Millennium Ago
  Many centuries ago, a young black dragon calling 
  itself Razemeth found its way to a dormant volcano, its 
  slope adorned with a curious rock formation resembling a 
  human skull. The wyrm crept its way downward, through 
  honeycombed caverns and lava tunnels, to a subterranean 
  lake, far below the surface. Making its lair on a rocky islet, it 
  grew strong feeding upon giant cavefish.
  Fish bones, however, make a poor hoard. From time 
  to time, the dragon ascended to the surface via the old lava 
  shaft to hunt for treasure, but the monster loathed exposing 
  itself to such unnecessary danger. After acquiring a wand of  
  polymorph self, Razemeth hit upon a scheme to trick humans 
  into serving its needs.
  Two Hundred Years Ago
  When the dragon espied a gang of bandits camped on 
  the mountainside, it transformed itself and appeared before 
  them as a large winged humanoid of terrible aspect. It told 
  the terrified men that it came from the dark god of the 
  mountain, and unless they appeased the god with tribute 
  and sacrifices at each new moon, its vengeance would be 
  terrible. The men were utterly cowed and hurried to obey 
  the divine commands.
  Over time, a cult known as the Obsidian Heart formed 
  around the practice. Much of its doctrine centered on the 
  “dark heart” of the mountain, the harshness of the earth’s 
  anger, stone and lava and the dark places beneath the 
  surface. The cult instructed its members on the importance 
  of material wealth, acquired by any means. Religious bandit 
  gangs raided and stole throughout the valley. The members 
  tithed livestock and a portion of the treasure they stole for 
  sacrifices. In the moon’s dark, the members held rituals in 
  front of the stone skull, leaving treasure and slaughtering 
  livestock or those who dared to cross the cult. On those 
  nights, Razemeth would fly high above the slopes, watching 
  and waiting. When the men left, the wyrm descended 
  and took the tribute and food back to its lair. The cult 
  prospered, and in time the leaders even gained clerical 
  powers, fueled by the belief of the laity.
  After several years of this, the dragon decided it no 
  longer wished to journey to the surface to retrieve its due. 
  It appeared to the cult leaders again in winged humanoid 
  form and instructed them to create a temple within the 
  
  3
  caves behind the stone skull. By this time, the cult had 
  become a well-organized ring of thieves and bandits, and 
  the leaders were more than happy to set up a fortified base 
  of operations away from prying eyes. They carved and 
  fashioned the rock formation to appear more skull-like and 
  dug behind it into the mountain’s many tunnels and caves. 
  Per the dragon’s instruction, they constructed an inner 
  shrine from which the monster could retrieve its tribute 
  unseen, by flying partway up the lava shaft.
  Indirectly advised by the dragon over the years, the cult 
  developed a secretive hierarchy, a system of methodical 
  skill training, and a network of black market contacts to 
  maximize their profits. 
  A Century Ago
  Eventually the depredations of the cult drew the 
  attention of some heroic adventurers. The heroes broke 
  the power of the Obsidian Heart and the heroes’ cleric, 
  a Priest of the Good Earth, cast an earthquake spell that 
  collapsed several parts of the temple. The tremors also 
  awoke the volcano and it erupted. The cult’s leaders either 
  suffered death or fled, and the cult lost its grip on power. 
  While the dragon’s underground lake was far enough from 
  the eruption to be safe, the rising lava cut off access to the 
  surface and the ability to add to its hoard.
  Fortunately for the dragon, the temblors opened a 
  new passage into the lake cavern from farther below the 
  surface, and before long, it brought visitors to the wyrm’s 
  domain. A tribe of lizardfolk found the lake cavern and 
  thought the bounty of cavefish and fresh water made it ideal 
  for settlement. At first, the dragon observed the lizardfolk 
  without revealing itself. Then it appeared before them as an 
  avatar, in much the same gambit as with the humans. The 
  lizardfolk fell to worshipping the dragon as a symbol of 
  their own underground gods. They even built a temple over 
  the dragon’s lair, on the island in the middle of the lake. 
  While the lizardfolk realm spread far beyond the lake, the 
  domed temple remained a holy site to them and became a 
  place of pilgrimage.
  With centuries of cunning at its disposal, Razemeth 
  guided the lizardfolk’s tactics and strategies so that they 
  grew strong enough to raid other subterranean territories. 
  Soon prisoners and plunder flowed to the dragon in its role 
  as “the Avatar.” Using precious charges from its polymorph 
  self wand, the dragon even introduced a draconic strain into 
  a lizardfolk bloodline. These “Darklings,” larger and smarter 
  than the norm with dragonlike horns and darker scales, 
  became the lizardfolk ruling caste.
  After decades of intermittent tremors, the lava levels in 
  the main shaft recently receded enough to make the upper 
  caves accessible from the lake. The Avatar sent lizardfolk 
  patrols out to investigate the areas closer to the surface. The 
  lizardfolk explored the caves, blazing trails and setting up a 
  fortified guard post in an enormous cavern, one of several 
  opened by the century-old eruptions. Ultimately the caves 
  connected to the intact tunnels and chambers of the old 
  temple.
  Rise of the Haberdashers
  Meanwhile, on the surface, the destruction of the 
  Obsidian Heart left the laity to carry on without religious 
  leadership. The old ways fell into disuse, but many cultists 
  kept up their criminal habits to make a living, becoming a 
  kind of thieves’ guild. In time, the name Obsidian Heart 
  degraded in organization’s cant and they took to referring 
  to themselves as the “Obscuring Hat” or just the “Old 
  Hat.” Members received thief training and swore to keep 
  the secrets of the guild. Today the “Haberdashers” are all 
  business: an organized crime syndicate with influence in 
  several towns in and around the valley.
  Recent Events
  Just a few years ago, a senior member named 
  Cooper unsuccessfully attempted to seize control of the 
  Haberdashers guild. His punishment was the traditional 
  traitor’s death: “Fed to the mountain.” This half-
  remembered ritual involved throwing the victim alive into 
  the volcano.
  When Cooper plummeted out of sight into the smoke 
  and fumes of the shaft, the guild believed him finished. 
  Luckily for Cooper, he fell only a few dozen yards onto a 
  narrow ledge. Hurt, but very much alive, the condemned 
  man worked loose his bonds and took stock of his situation. 
  Seeing a tunnel lead back from the ledge into the rock, he 
  decided to explore a bit before sneaking back up to the 
  surface. In the course of his wanderings, he encountered a 
  lizardfolk patrol. He was quickly subdued and taken below. 
  From him, the Darklings learned of the surface cult’s 
  current state. Cooper was given the mission of reviving the 
  Obsidian Heart, with him at its head.
  Returning to the surface, Cooper gathered those loyal to 
  him and successfully usurped control of the guild, preaching 
  the return of the old ways. The lizardfolk cleared the Skull 
  entrance and the tunnels below, allowing the cult to shift 
  
  4
  its base of operations there. Guild members who resisted 
  Cooper’s changes were killed or forced to flee. Some of 
  these Haberdashers are now hiding in the hills, living as 
  brigands under the leadership of Bars Tolvik.
  The revived Obsidian Heart cult embarked upon a 
  campaign of plunder and terror. Thefts and raids increased, 
  as did kidnapping. The members also left cult signs at 
  the scenes of their crimes to inspire fear. In the past, the 
  Haberdashers had taken hostages only occasionally, from 
  among the wealthy, and then returned victims unharmed 
  once the ransom was met. Now the cult began abducting 
  peasants and using them as sacrifices.
  The cult also recruited new members among those 
  who felt they had been wronged and wished ill fortune 
  upon their perceived antagonists. These recruits’ feelings 
  of resentment were channeled into a sense of superiority 
  at belonging to the secret organization. Soon, the cult grew 
  strong.
  Now
  Wolford is the seat of government for the valley. Sir 
  Taris, the local lord, seldom occupies his manse, spending 
  months away at court. Grüber, his seneschal, oversees 
  most of the day-to-day tasks. He long ago came to an 
  “arrangement” with the Obscuring Hat, agreeing to look 
  the other way in exchange for modest bribes and the 
  understanding that crimes would be kept within certain 
  limits. The cult is very different matter, however, and 
  current events have gone beyond the pale. Grüber ordered 
  the watch and militia to step up patrols and enforcement. In 
  retaliation, the cult abducted Sir Taris’s teenaged son, Aidan, 
  and is currently holding him hostage to stay the seneschal’s 
  hand. Knowing that cult spies watch him, Grüber fears 
  to order direct action by town forces, but desperately 
  wants to arrange the lad’s safe return before word of the 
  crime reaches Sir Taris at the capital. Toward this end, he 
  discreetly hires the party to rescue Aidan and—if possible—
  determine the reason for the cult’s resurgence and put an 
  end to it.
  Town of Wolford
  With a population of over 4,000, Wolford is the largest 
  settlement in the valley. In addition to the town itself, there 
  is a textile mill on the river, various outlying farmsteads, and 
  many pastures extending up the mountainsides. The town’s 
  main industry is wool. Raw and dyed textiles are made here 
  and shipped all over. As a result, there is a brisk merchant 
  traffic in and out of the valley. 
  Places of  interest:
  The Manor: Sir Taris’s residence when he is not 
   
  
  away. A stately mansion in the center of town.
  Alderhall: The meeting place of the town 
   
  
  council. It is also where most of the 
  government offices are located.
  Mercat Square: The main market and shopping 
   
  
  district for the town.
  The Shrine of Garth: A lawful temple 
   
  
  dedicated to the Good Earth, named for the 
  cleric who broke the cult’s power over a century 
  ago. See below.
  The Rat and Pig: A pleasant inn, popular with 
   
  
  travelers.
  The Pikeman: A less savory tavern, frequented 
   
  
  by caravan guards and shady sorts. 
  Major NPCs:
  Master Gint Grüber: Sir Taris’s seneschal. A 
   
  
  portly, middle-aged man. He makes most of 
  the day-to-day decisions for administering the 
  knight’s holdings. He is shrewd and efficient.
  Father Dobrun: Lawful (good) Priest of the 
   
  
  Good Earth, an elderly but vigorous man with 
  a commanding presence. Serk and Oliver, two 
  Acolytes, assist him (1st-level clerics). See below.
  Kar Pinebred: A 6
   
  
  th-level, neutral (evil), half-
  elven assassin. Small and lean, he is Cooper’s 
  eyes and ears in town. He is an effective spy 
  and a master of disguise.
  Rosco Blathers: The owner of the Rat and Pig. 
   
  
  He hears a great deal of what is said in his bar, 
  but he keeps his teeth together.
  Lukas Green: The owner of the Pikeman. He 
   
  
  doesn’t say much, but if approached cautiously, 
  he can be a useful contact with some of 
  Wolford’s shadier elements (including Tolvik). 
  
  5
  Shrine of Saint Garth of the Good Earth
  Led by Father Elias Dobrun, the populace of Wolford 
  mostly follow the faith of the Good Earth. Their religion 
  emphasizes the blessings of fertile soil, fresh water, 
  bountiful crops, and especially the annual return of rich 
  pasturage for the town’s many herds of sheep. Saint Garth, 
  the patron of the Wolford temple, was the mighty cleric 
  hero who cast down the Obsidian Heart many years ago.
  Once a week, about three hundred of the most devout 
  Wolforders gather in the Shrine to praise the Good Earth. 
  At these events, should Father Dobrun so desire, he can 
  lead the congregation in lengthy prayers and exercise the 
  spell powers of a 9th-level cleric. His abilities include the 
  power to turn undead but no combat skill, hit dice, or other 
  benefits of the full cleric class. The powers last only while 
  he and the congregation remain in the temple hall, and no 
  longer than sundown. Should the PCs suffer grievous harm 
  in the pursuit of Grüber’s request, he will ask Dobrun to 
  help them on the next holy day with whatever healing magic 
  they might require, including raise dead.
  Tolvik and the Haberdashers
  Bars Tolvik was a member of the Haberdashers who 
  resisted Cooper’s takeover. Tolvik is a 4th-level neutral thief 
  with leather armor +1, a long sword, and a potion of  invisibility. 
  He and a few other men now hide in the wilderness, living 
  as brigands. They also spy on the cult when they can. 
  He has his men keep careful watch on the movements 
  of the cultists to and from the Skull, awaiting his chance 
  at revenge. They also make periodic raids on farms for 
  food, but dare not try for bigger scores lest they draw the 
  attentions of their enemies. Tolvik knows that if he can’t 
  make some definite progress towards taking back control of 
  the guild’s turf from the cult, his men will begin to desert 
  him and seek more profitable ventures.
  Tolvik has informants in town as well. He soon learns 
  of the PCs and their mission and is intensely interested in 
  how they progress. He and his men observe them as they 
  approach the Skull and encounter the cultists. If the PCs 
  enjoy some measure of success, then Tolvik seeks to make 
  contact with them when they next travel to or from the 
  Skull. He will pick a place to peaceably approach the party 
  that’s away from his campsite, under the cover of the trees 
  and hills. He will make sure not to unduly alarm the PCs.
  Tolvik will admit that he and his men enjoyed a certain 
  living from criminal activity in the past, but they condemn 
  the recent atrocities that the cult has perpetrated. They wish 
  to see the Obsidian Heart destroyed. Toward that end, if the 
  party is willing to listen, Tolvik can tell them what he knows 
  of recent events, such as:
  The guild has ties to the mountain that go far 
   
  
  back into history, the details largely forgotten.
  Cooper was convicted of guild treason and 
   
  
  supposedly executed on the mountaintop.
  Cooper returned and claimed to speak for 
   
  
  the “gods of the mountain,” and demanded a 
  return to the “old ways.”
  Grüber used to be in the guild’s pocket, but he 
   
  
  won’t do business with Cooper.
  The cult has new members all over the valley, 
   
  
  not just former guild members.
  Cooper has spies in town.
   
  
  It might be possible to persuade Tolvik to lend men 
  to the party, but he would be reluctant to send all of them 
  or to go himself. He would want assurances of their good 
  treatment and shares of any treasure found. Currently, he 
  has nine men in his gang (brigands, LL87), armed with 
  leather armor, shortbows (20 arrows each), daggers, and 
  short swords. If the party wishes to ask for help, have the 
  bargaining character make a hiring roll (LL46). A successful 
  result means that Tolvik sends 1d6 brigands with the PCs to 
  help fight the cult.
  Skull Mountain
  Skull Mountain overlooks the valley from the east. 
  Forests of pine and spruce grow on the lower slopes. The 
  top third rises above 
  the tree line, covered 
  in loose rock. A long-
  dormant volcano, the 
  mountain last erupted 
  when Garth and his 
  cohorts fought the 
  Obsidian Heart over a 
  century ago. Now the 
  mountain has quieted 
  somewhat. The crater 
  issues smoke and 
  steam, but no lava 
  has flowed from the 
  mountain in years.
  
  6
  Approaching the Skull
  A hundred yards of steep, rocky ground with little cover 
  lies between the tree line and the Skull. Movement over the 
  loose stones is halved. Running requires a DEX roll every 
  round to avoid falling prone. Characters who fall lose their 
  action for the round. 
  The carven Skull itself, originally just a rock formation, 
  faces west from a clifflike part of the slope about 100' below 
  the peak.
  At the Mountaintop
  The crater on the summit is over 100' across, with a 
  shaft going straight down 300' to the lava lake (Level 6). 
  Warm air rises from the broad caldera, with occasional 
  clouds of sulfurous smoke belching forth. Far below 
  appears a dim orange glow. The shaft walls run steeply 
  vertical, but do offer a few handholds and ledges. Each 
  successful Climb Walls check covers 100' (up or down), 
  taking one turn. A failure means no progress that turn; 
  failure by 25% means a fall after 1d10 x 10' progress. 
  Characters without climbing skill must use a rope to climb 
  up or down, making STR checks to progress. A thief using a 
  rope can proceed without any roll needed.
  The player can roll 1d10 for a falling character. On a 
  1, he hits a solid ledge 1d10 x 10' down, taking appropriate 
  falling damage. If the distance rolled would reach the lava, 
  the character strikes the lizardfolks’ bridge on Level 6. On a 
  2 through 10, the character plunges into the lake of lava and 
  probably suffers instant destruction (p19).
  The ledge and tunnel leading from Area 2–3 is 60' down 
  from the crater lip.
  Shaft and Crater Wandering Monsters 
  (1 in 6 chance, every 2 turns)
  d6 
   
  Encounter 
   
   
   
  1–2 
   
  1d10 subterranean Locusts (LL85)
  3–4 
   
  1 giant gecko (LL84)
  5–6 
   
  1d10 giant bats (LL64)
  Ritual of the Obsidian Heart
  The first time PCs approach the Skull by night, a cult 
  ritual is in full swing on a cleared space about 30' x 30' in 
  front of the Skull. One Acolyte and 2d6+6 cultists attend a 
  large bonfire. Flashing, colored fires illuminate the insides 
  of the Skull’s eye sockets, and booming sounds echo from 
  the cavernous mouth.
  The lay cultists drink freely from an open barrel. The 
  spiced wine contains a mild hallucinogen that makes the 
  light and sounds from the Skull seem more impressive. It 
  also renders the drinker highly suggestible. Drugged cultists 
  fight completely without fear, as berserkers (LL87), never 
  checking Morale. They are unarmored and armed with 
  daggers or firewood clubs. The drug wears off 1d4 hours 
  after the last drink with no major side effects. The Acolyte 
  does not drink.
  Acolyte: 1st-level cleric. AL: Chaotic (evil); HD: 1 (6 
  hp); AC: 8 (leather armor under robes); Mace (1d6); unholy 
  symbol (heart-shaped obsidian pendant), large iron key (fits 
  doors in Area 1B–3). 
  Spell: remove (cause) fear.
  Skull Mountain (after Holmes): 
  Cross Section (not to scale) 
  
  7
  Level 1: Behind the Skull
  Area 1A–1: Fire in the Eyes
  The two eye sockets are caves, 20' above the ground and 
  8' in diameter. Bars cover the openings, far enough apart 
  to keep watch or shoot, but too narrow to climb through. 
  Inside, large iron fire baskets make the eyes glow. Two 
  Initiates in each eye feed the flames and keep watch during 
  the rituals. At other times there is only one sentry per eye. In 
  each socket, a stack of firewood and a bucket full of green 
  powder stands against one wall. Initiates toss a handful of 
  the powder onto the flames to make them momentarily flare 
  in different colors at various points of the rituals. A tunnel 
  leads from each eye back into the mountain.
  The Initiates wear leather armor and carry daggers, 
  longbows, and 20 arrows each. They attack and save as 
  normal men. The eyes’ elevated vantage gives the sentries 
  +1 to hit and –2 AC for cover vs. foes on the ground below. 
  Due to the brightness of the fires, it is hard for the initiates 
  to spot someone approaching during ritual nights, despite 
  the excellent view from the eyes. Characters trying to sneak 
  up on a ritual can make DEX checks with a bonus of +1 
  to get within 50' of the bonfire (closer than that is within 
  the firelight). Characters with the Hide in Shadows skill 
  can try both Hide in Shadows and a DEX check at a +2 
  bonus, with either success sufficing. Metal armor negates 
  the bonuses. Silence is hardly required as the drums cover all 
  but the loudest noises. 
  Area 1A–2: Murder Hole
  Two tunnels lead out of this small chamber towards 
  the eyes, and one winds downward towards Area 1B–2. A 
  two-foot diameter hole in the middle of the floor here is the 
  opening of a six-foot shaft, exiting through the ceiling of 
  Area 1B–1. A small burning lamp hangs over the hole from 
  a chain in the ceiling, with a bucket of extra lamp oil hung 
  on a wall hook. If intruders try to enter the Skull through 
  the mouth, one of the sentries will come to this room and 
  ready the bucket, pouring its contents on whoever passes 
  beneath the hole and dousing him with oil. The sentry then 
  Level 1B: The Mouth
  To Level 2
  Level 1A: The Eyes
  
  8
  tugs a cord to drop the lamp on the target, who may save vs. 
  breath attacks to avoid being ignited. The oil burns for two 
  rounds and deals 1d8 damage per round. The oil also covers 
  a wide section of the hallway under the hole, blocking the 
  way farther into the tunnel while it burns for one turn.
  Area 1B–1: Mouth
  The mouth opening is 30' wide and 10' tall. The “teeth” 
  are five squat, waist-high boulders set into the ground about 
  three feet apart. The opening narrows into a tunnel going 
  straight back. There is a 2'-wide hole in the ceiling halfway 
  down the passage. This is the murder hole from Area 1A–2. 
  It is difficult to spot the hole among the rough stone unless 
  proceeding cautiously. 
  Area 1B–2: Statue Chamber
  A large black stone carving stands in the middle of 
  this round chamber. It looks like a cloaked man with horns 
  and a bestial snout. The figure is over eight feet tall and 
  carved of incredibly hard basalt. It looks crude at first, but 
  someone knowledgeable in stonework or art who spends 
  some time examining it can make an INT roll to see that it 
  was subtly crafted to leave many details intentionally vague. 
  The overall effect of the statue is one of brooding menace. 
  The statue is a representation of the Avatar as it appeared to 
  the founders of the cult. Besides the tunnel from the main 
  entrance, there are two others here: one leads straight back 
  to Area 1B–3, the other goes up to Level 1A.
  Area 1B–3: Drums in the Deep
  This wide hallway has two large kettle drums along each 
  side of it. There is a pair of stone double doors at the far 
  end. These drums are how the booming sounds are made 
  that echo from the mouth during the rituals. If the PCs 
  have interrupted a ritual, then there is a 50% chance that 
  a drummer is hiding behind each of the instruments with 
  drumsticks in his hands. If the party enters the chamber 
  the drummers will jump out and attack, surprising on a 1–3. 
  The drumsticks act as clubs (1d4 damage). The drummers 
  wield both at once (AEC142), but due to the larger size 
  of the clubs, they receive a –5 with their off hand attacks 
  (–2/–5). The double doors are locked. The Acolyte at the 
  bonfire has a key. 
  Level 2: The Labyrinth
  Long ago, the cult expanded this series of lava tubes 
  and turned them into a maze. The twisting passages help 
  to keep the unwelcome from finding their way to the lower 
  levels. The maze is also heavily booby-trapped. The traps are 
  kept in good working order and activate on a roll of 1–4 on 
  a d6. Those inducted into the cult’s inner circles are taught 
  the ways through the maze and how to avoid the traps. If 
  they detect intruders, the four Initiates split into two pairs 
  and track them through the maze, springing hit-and-run 
  ambushes, luring pursuers into trapped areas, and throwing 
  down caltrops (New Items, p34) or oil on the ground at 
  intersections. Caltrops do 1d3–1 damage to the victims’ feet 
  and slow movement to half speed (no running) until the 
  damage is healed. Each Initiate carries a lit torch;  throwing 
  one into oil as their foes step into the puddle inflicts 1d8 
  damage for two rounds.
  Initiates (4): AL: Chaotic (evil); HD 1 (5 hp); AC: 8 
  (leather armor); Saves: F0; Attacks: 1; Damage: short sword 
  (1d6) or short bow (1d6, 50'/100'/150'); Morale: 9; XP: 10. 
  Each carries 10 arrows, a flint & steel, 3 torches, 2 pints oil, 
  and a sack of caltrops.
  Traps:
  A 20' pit at the intersection (2d6 falling damage). 
  A. 
  Beyond the pit is a false door with a crossbow bolt 
  trap (attacks as a 1st-level fighter, 1d8 damage).
  The entire westernmost corridor slopes gently up 
  B. 
  toward the north end (dwarfs and gnomes have 
  a chance to notice) ending at a poorly-disguised 
  secret door in the end of the hall (4 in 6 chance of 
  finding). Opening the door releases the boulder, 
  which rolls the length of the hall (2d6 damage, save 
  vs. petrify negates).
  A poisoned arrow trap that fires at anyone trying to 
  C. 
  open the door to Area 2–4 without using the secret 
  catch. (Attacks as a 1st-level fighter. 1d6 damage, 
  save vs. poison or die in 1 turn.) 
  A 20' spiked pit (fall on 1d4 spikes, dealing 1d6 
  D. 
  damage each in addition to 2d6 falling damage) with 
  a false door behind it.
  A deadfall trap (bricks from the ceiling). Trip lines 
  E. 
  run above the floor on either side. (2d6 damage in a 
  10' x 10' area, save vs. petrify halves.)
  A 20' pit (2d6 falling damage).
  F. 
  A false door with a scything blade trap (1d8, save 
  G. 
  vs. petrify negates).
  
  9
  Level 2: The Labyrinth
  
  10
  Area 2–1: Stairs
  The passage from Area 1B–3 winds around and ends 
  in a stairway down to the second level. The corridors are 
  unfinished stone cut out of the mountain. 
  Area 2–2: Dark Chapel
  The room’s walls are covered in carvings and murals 
  showing scenes of plunder and murder. Skull Mountain 
  is featured heavily in the backgrounds. One wall is blank 
  except for the carving of a large, sinister face. Its brow is 
  horned and its eyes are large black crystals: Illustration 1. 
  The mouth gapes wide on impenetrable darkness. A long 
  altar of obsidian stands in front of the face, reddish light 
  pulsing deep within the black rock. 
  The altar is the exposed tip of an obsidian vein which 
  angles down to the lava lake. The light from the lava shines 
  dimly up through the stone from far below. The surface is 
  slightly warm to the touch. 
  Anyone touching the altar is immediately cursed. He 
  experiences “the weight of the mountain,” halving his STR 
  and slowing his movement rate by one encumbrance level 
  (LL44). If his movement is slowed to below 10', he can only 
  stagger (5' per round, no running) and must make a STR 
  check (at the reduced score) every turn or collapse. The 
  effect is permanent unless the victim receives a remove curse 
  (LL25), or uses the secret of the altar.
  The altar weakens sacrifices so they will be easier to 
  manage. It is also used in initiation rituals. The new member 
  places his hands on the altar and feels “the power of the 
  god” weighing him down. The Priest leads the Initiate 
  through the oaths. Once this is complete, the Priest cuts 
  a V-shaped design onto the new Initiate’s arm. When the 
  blood touches the altar, the curse is lifted. The only necessary 
  part is for at least a drop of fresh blood from the cursed 
  person to touch the stone.
  Area 2–3: In the Idol’s Mouth
  The throat of the idol is a tunnel roughly 4 feet in 
  diameter that slopes sharply downwards for 10' before 
  leveling out in a wide chamber. The chamber has continual 
  darkness and silence 15' radius permanently cast on it. The far 
  side of the chamber opens onto a ledge overlooking the lava 
  shaft, 60' below the crater lip.
  In the past, the dragon would fly up to take sacrifices 
  and treasure from here. Now the Priests retrieve them via a 
  secret tunnel from Area 3–1 after the ceremony is over, and 
  take them below for delivery to the lizardfolk. 
  Area 2–4: Briefing Room
  If the party has come this far without raising an alarm, 
  the four human Initiates are here, studying the wall map. 
  Several stools are in here, each with a slate and chalk lying 
  on it. There is a large map on one wall showing the valley 
  and immediate surrounds. Several points along the roads are 
  marked in red (prime ambush spots). An open crate holds 
  16 torches, 8 pints of oil, and 4 sacks of caltrops.
  This room is where the Priests of the Obsidian Heart 
  give their minions assignments. Sometimes these missions 
  can be simple thefts or raids; others might be intelligence-
  gathering or espionage. Initiates are expected to write out 
  their orders and show them to the Priests to insure there is 
  no confusion; then they erase the slates. One of the slates 
  is not fully erased and some writing is still visible. The 
  words are a type of thieves’ cant based on Common, but 
  spelled phonetically in a strange alphabet (lizardfolk). Read 
  languages checks (LL14) are at –25%. The read languages spell 
  (LL38) works automatically, but doesn’t recover the erased 
  portions of the text.
  Translated, the full text was:
  TAKE TEAM EAST
  PREPARE FOR SIR T’S
  RETURN. SLAY THEM ALL
  BRING HIS FIRESWORD
  FOR THE AVATAR.
  What remains is shown below and in Illustration 2.
               EAM EA
   
           E FOR SIR 
   
   
  SLAY TH
   
   
   FIRESW
   
   
  VATAR.
  
  11
  Area 2–5: Stairs Down
  There is a secret door in the southwest corner of the 
  westernmost corridor. The stairs behind it wind down to 
  Level 3. The door is not locked or trapped, but there is an 
  alarm cord attached to the inside of the door that rings a 
  bell in Area 3–1, alerting anyone there that the door has 
  been opened. Only thieves have any chance to find or 
  disarm this alarm, and they are at a –20% penalty for both.
  Level 3: The Shrine 
  Area 3–1: Counting Room
  A brightly glowing, egg-shaped stone, sitting on the 
  corner of the central desk, lights this room clearly. A long 
  workbench runs along one wall. There are five large holes in 
  a row cut through the surface of the bench, with a bucket 
  sitting underneath each. A set of brass scales stands atop. 
  Three empty sets of manacles hang from the opposite wall. 
  In the center of the room is a stool and the writing desk, 
  with paper, quills, and ink vials on it. There is a stone door 
  directly opposite the stairs.
  This is where the treasure is tallied before being sent 
  below or distributed among the cultists. Prisoners are locked 
  in manacles as they await being delivered. Each of the 
  holes in the bench has letters (in Common) painted next 
  to the opening: PP, GP, EP, SP, and CP, respectively. This 
  is how the Priests sort the coins for counting. The stone 
  has continual light cast on it. There is a scroll case in the desk 
  drawer. Inside it is some sort of list, written in the same 
  strange symbols as the slate in Area 2–4. Characters who 
  successfully translated the slate incur no penalty for a Read 
  Language check of this writing. As shown in Illustration 3, 
  the translated list reads:
  1,148 gold
   
  
   pieces
  3,813 silver pieces
   
  
  522 electrum pieces
   
  
  4 (four) loose gemstones (opals)
   
  
  1 (one) silver tiara with 3 diamonds
   
  
  1 (one) long sword with snake hilt and black 
   
  
  scabbard. Dweomer
  1 (one) short staff of black wood, unadorned. 
   
  
  Dweomer
  6 (six) vials containing various liquids. 
   
  
  Dweomers
  There are two secret doors in this room. One leads 
  to Area 3–2 and is trapped with a poison needle (save vs. 
  poison or die in 1d3 turns). The other is behind a section of 
  the workbench and enters a tunnel which leads to Area 2–3. 
  This is how the Priests retrieve sacrifices and treasure from 
  behind the idol’s mouth.
  Area 3–2: Vault
  This is a narrow room lined with shelves. A door stands 
  in the southwest corner. Treasure is stored here after sorting 
  until it is sent below or paid out among the cultists. The 
  shelves are currently almost empty. On one shelf is a large 
  velvet pouch and a carved wooden coffer with two drawers 
  on the front and a lid. The pouch contains 110 pp and a 
  small, flawless ruby (500 gp). The coffer is locked but not 
  trapped; it is of good quality and worth 200 gp with the key, 
  which Cooper holds. The single lock releases the lid and 
  both drawers. Opening the lid reveals a shallow tray filled 
  with 1,000 sp. The drawers are velvet-lined. The top one 
  holds two glass vials of liquid: a potion of  extra-healing and 
  a potion of  super-heroism. The bottom drawer holds a strand 
  of pearls (500 gp), a silver brooch (100 gp), and a platinum 
  
  12
  signet ring (1,000 gp) bearing the device 
  of Sir Taris: a griffon rampant before a 
  quartered shield. The ring is Aidan’s. Anyone 
  from the valley can identify the device, and 
  PCs may recall seeing it on flags in Wolford.
  Area 3–3: Burial Chamber
  cooper is in this room with three LizardfoLk warriors 
  (Monsters & Foes, p32). He has just returned from 
  delivering treasure below to collect Aidan and keep him 
  prisoner in the Dome of the Priests (Level 7). If Cooper 
  is alerted to the PCs’ presence before they arrive in this 
  room, he drinks an invisibility potion and Moves Silently to 
  investigate (skill 58%). The lizardfolk wait for his signal 
  or any sounds of trouble. If Cooper sees any spellcasters 
  among the party, he casts silence 15' radius. Cooper targets 
  a point near them to avoid dispelling his invisibility (not a 
  direct “attack”). He then tries to backstab whoever he thinks 
  is the greatest threat. Once he becomes visible, he uses the 
  mask of  terror (New Items, p34) to try to scare off some 
  PCs, preferably towards the lizardfolk. Failing that, he will 
  take an action to throw a knife down the hall, out of the 
  silence effect, to alert the lizardfolk that the fight has started.
  Carvings of skulls cover the walls of this domed 
  chamber. There is a plain stone altar in the center of the 
  room flanked by iron braziers. Behind the altar, a huge 
  statue protrudes halfway from the wall, surrounded by an 
  archway. The figure is of a massive lizard-man, caught mid-
  stride walking out of the smooth stone wall within the arch. 
  One taloned hand is held out slightly, palm up.
  This room is where the rites of the dead are performed 
  for deceased Priests and senior members of the cult. There 
  is secret door in the archway, but there is no mechanism 
  visible. Attempts to open the door incorrectly awaken the 
  entrance guardian (p33). The statue will not pursue targets 
  beyond the chamber. If no enemies are present, it will 
  return to its spot in the archway.
  The statue is programmed to open the doorway if there 
  is at least a portion of a human corpse on the altar and 
  someone pushes the stone hand downwards. One of the 
  skulls on the wall is actually real, not a carving. It rests in a 
  niche. A successful search finds the skull. Cooper uses this 
  as a “key” if no cadaver is present. The doorway reveals the 
  passage to the Crypts (Level 4B).
  Area 3–4: Scrying Pool
  The walls of this small natural chamber are covered in 
  sigils and runes, painted in a riot of colors. The floor of the 
  cavern is red obsidian. In its center is a circular pool, about 
  three feet across and full of a dark liquid. A small niche 
  carved in one wall holds two stoppered clay bottles. One is 
  black, the other a chalky white.
  Long ago, the dragon instructed the Priests of the cult 
  in the rituals needed to create a scrying pool. It functions 
  for any cleric much as a crystal ball (LL117) does for magic-
  users and elves. The Priests use it for spying on enemies and 
  seeking new targets. Unbeknownst to the Priests, the dragon 
  included an enchantment in the pool’s creation, which 
  allows it to also see whatever the Priests are scrying. The 
  liquid is non-potable water, made dark from the minerals 
  in it. The pool is eight feet deep and formed entirely of red 
  obsidian, radiating magic.
  To activate the pool, the Priests put a drop of the sacred 
  oil from the black flask into the water. This turns the water 
  clear and activates the powers for one turn. The white flask 
  contains a small quantity of whitish powder. If any is put 
  in the water, it reacts with the minerals there and releases a 
  cloud of poisonous gas, filling the chamber. Anyone caught 
  in the cloud must save vs. poison or die choking in 1d4 
  rounds. The cloud dissipates in one turn.
  Area 3–5: Meeting Room
  Tapestries hang over most of the walls in this 
  rectangular room. A large stone table dominates the center 
  of the floor, surrounded by high backed chairs. A silver 
  candelabrum stands in the center of it and glows with 
  magical light. Here is where the Priests of the cult meet. 
  The eleven tapestries are worth 100 gp each but each weighs 
  80 pounds. They are patterned with complex spiraling 
  designs. The candelabrum is worth 100 gp and has continual 
  light cast on it.
  Aidan is chained to a seat here. In addition to being 
  manacled, he is drugged and blindfolded. He is not 
  unconscious, but very sluggish: Move 20', cannot run or 
  fight. The drug will wear off normally in 1d4 hours. He is 
  still in the nightgown he was wearing when abducted, and 
  somewhat disheveled, but otherwise unharmed. Aidan: F0, 
  AC 9, 4 hp; age 14.
  
  13
  A lizardfolk warrior keeps watch on Aidan through 
  a peephole from the ledge in Area 4A–3. A secret door 
  behind one of the tapestries opens to the ledge. The 
  lizardfolk keep this place hidden from the Priests, so they 
  can spy on them. If the PCs try to free Aidan, or the sentry 
  hears trouble in the halls, he alerts the other guards below. 
  In 1d6 rounds, he and three other lizardfolk warriors come 
  through the secret door.
  Level 4A: The Outpost
  Area 4A–1: Pit Chamber
  The tunnel from Area 4B–4 comes out here inside a 
  pit, surrounded by a 15'-high ledge on three sides. The walls 
  are very smooth. Climbing checks are at –20%. Characters 
  without the climbing skill cannot try to scale the walls 
  without something like a grappling line or a ladder. Anyone 
  outside the pit gains a +1 to hit and –1 AC for cover vs. 
  anyone inside the pit.
   The floor of the pit contains a pressure plate that 
  causes a portcullis to fall, blocking the way back to the stairs. 
  This rings a gong that alerts the lizardfolk in Area 4A–2  
  that someone has entered the pit; 1d4 of them arrive within 
  1d6 rounds.
  Out of sight from the pit, a tunnel leads to the rest of 
  the level. Two levers—one red, one black—are on the wall 
  next to the tunnel and a ladder lies on the floor under them. 
  A weapon rack holds six javelins and six long spears. The 
  lizardfolk stay out of sight and call out in their language, 
  asking for the password. Cooper is the only non-lizardfolk 
  that knows it (“Avatar” in the lizardfolk language). If 
  the correct password is given, the lizardfolk will assume 
  whoever is in the pit is from Cooper and question them 
  about why they’ve come.
  Failure to respond correctly, or attempting to leave 
  the pit without permission, 
  results in attack. The 
  lizardfolk pull the red lever, 
  which drops several large clay 
  jars of oil suspended in a net 
  over the pit (2d6 damage, 
  save vs. petrify halves). The 
  jars break, covering the inside 
  of the pit with oil. One 
  lizardfolk begins to light a 
  torch while the others throw 
  javelins into the pit or use 
  the spears to keep anyone 
  from climbing out. On the 
  third round, they throw in the 
  torch. The oil burns for 10 
  rounds, dealing 1d8 damage 
  per round to anyone inside 
  the pit. The black lever opens 
  the portcullis again and resets 
  the pressure plate.
  Area 4A–2: Canteen
  This is where the lizardfolk take their meals and relax 
  when not on duty. A crude stone block in the middle of the 
  room serves as a table, and a large urn full of fish-smelling 
  water stands in one corner. Small wicker cages are stacked 
  against one wall. They are full of live rats, crawling over one 
  another in their prisons. 
  In addition to those who investigate Area 4A–1, 
  there are 1d6+2 lizardfolk eating and drinking in here: 
  half warriors, half archers. If the Captain is in Area 4A–4 
  (50%), he gets a Hear Noise check each round of combat 
  or shouting to realize there is trouble. There are a dozen 
  rat cages stacked together. Four are empty; the other eight 
  hold three ordinary rats (LL92) each. The lizardfolk eat 
  the live rats. They also flavor their water with dead fish; 
  it is drinkable by humans, but it smells awful. If released, 
  
  14
  the rats make a monster reaction roll to see whether they 
  attack (LL52). Anything other than a “hostile” result means 
  they flee, heading toward Level 5. However, if there are 
  any lizardfolk alive here when the rats are loosed, they 
  automatically swarm to attack them! The door in this room 
  leads to Area 4A–4.
  Area 4A–3: Chute and Ladder
  A rope ladder hangs in this vertical shaft, secured 40' 
  above behind the secret door to Area 3–5. From the four-
  foot ledge, a lizardfolk warrior spies on the Priests’ meeting 
  room through a peephole. The secret door is visible from 
  this side and kept bolted. It opens inward, but there is room 
  for someone to stand to one side on the ledge as it swings.
  Area 4A–4: Darkling’s Room
  Half the time, the darkLing captain (p33) is in this 
  domed chamber and the door is bolted from inside. There 
  rest of the time, he is down in the Outpost on Level 5. 
  There is a low table and a stool here, but nothing of value. 
  A secret trapdoor under the table reveals a tunnel that leads 
  to Area 4A–5. If the Captain hears trouble elsewhere in 
  the level and suspects his troops are being overpowered, he 
  escapes to Area 4A–5 and then takes the elevator to Level 5, 
  striking the alarm gong at Area 5–1.
  Area 4A–5: Elevator
  Most of this room is taken up with a shaft going down 
  through the floor and a large winch and pulley device next 
  to it. A wooden platform hangs by ropes in the shaft, almost 
  10' on a side, with only a few inches of space between it and 
  the sides of the shaft. If the Darkling Captain has taken the 
  elevator, the ropes go into the shaft and the platform hangs 
  out of sight far below. Otherwise it is level with the floor. 
  This obvious elevator is easily operated by a 
  counterweight system. One person can pull the ropes 
  to move up to five human-sized passengers and their 
  equipment up or down at 10' per round. The shaft is 60' 
  deep and ends in Area 5–1. The device is perfectly secure 
  if it isn’t tampered with. The tunnel exit from Area 4A–4 
  comes out behind the winch device. A large person can just 
  squeeze in and out from behind the mechanism. 
  Level 4B: The Crypts
  Area 4B–1: Entrance
  The earthquake and eruptions collapsed portions of 
  these catacombs. The cult has cleared much of it, but signs 
  of the damage can still be seen. The iron gate that barred 
  this end of the tunnel was battered and destroyed. It lies 
  twisted in some rubble and has been replaced with a new 
  one that is locked tight. Cooper has the key to the lock.
  Area 4B–2: Lime Pit
  A shovel leans against the wall next to the entrance and 
  a 5'-high conical pile of lime rises from the middle of the 
  floor. In the glory days of the Obsidian Heart cult, lesser 
  priests and initiates were buried under the lime here until 
  their bones were dry enough to wrap and be placed into 
  niches along the catacomb walls. Currently, the remains of 
  three new Acolytes are in the pile. They have been dead 
  about a month. In a few more weeks, they will be properly 
  laid to rest. The bodies are not visible from outside the pile.
  
  15
  Cross Section: The Winding Stair,  
  Rope Bridge, and Guard Post
  Area 4B–3: Catacombs
  The tunnels are rough, but a fairly uniform 6' in width. 
  Shelf-like niches carved into the walls hold skeletal remains 
  wrapped in linens. Every few yards, there is a polished 
  gray rectangular slab set into the floor. Each has a set of 
  initials carved on it. The floor slabs mark the graves of the 
  cult’s past High Priests. Most are worn so smooth as to be 
  illegible, but the first four are more elaborately carved and 
  the letters were chiseled deeper into the rock. They read: 
  GG, DA, TM, and JH. 
  If any High Priest’s grave is disturbed, the four sets 
  of bones nearest the entrance animate and combine into 
  a bone goLem (LL79). It is armed with four femur bones 
  that it wields as clubs (1d4+1 each). It will attack anyone in 
  the catacombs without hesitation, but will not pursue off 
  this sublevel. 
  Area 4B–4: Secret Stairs
  In both directions, the tunnel appears to come to an 
  end. At the end of the western tunnel is a carving of a face. 
  It is three feet across and crudely fashioned, looking almost 
  like a natural formation that was accentuated with hammer 
  and chisel. The face is where Cooper gets instructions 
  from below. It also conceals a secret door, opened by 
  simultaneously pressing the catches inside each eye and 
  pushing the door inward. Beyond is a spiral stairway carved 
  out of the rock. It winds downward 50' before reaching the 
  tunnel into Area 4A–1.
  Level 5: The Cavern
  Maps: Important areas of Level 5 appear on individual 
  maps below. On each, one square equals ten feet.
  Level 5 Wandering Monsters 
  (1 in 6 chance, every 2 turns)
  d8  
  Encounter 
   
   
   
  1 
   
  1d6 carnivorous beetLes (LL65)
  2 
   
  gray worm (LL80)
  3–4  
  1d3 rhadogessas (LL92)
  5–6  
  1d10 subterranean Locusts (LL85)
  7 
   
  2d4 LizardfoLk warriors (p33)
  8 
   
  giant tuatara (LL84)
  Area 5–1: The Winding Stair
  The elevator from 
  Area 4A–5 descends to 
  small chamber with a 
  single exit. The tunnel 
  comes out onto a narrow 
  cliffside ledge, sloping 
  out and up. Blackness 
  is all around. A metal 
  disc, about a foot across, 
  hangs loosely on the 
  wall next to the tunnel’s 
  mouth. To the right, a 
  staircase carved from the 
  rock descends, curving back out of sight: Illustration 4.
  The ledge and stairs are on the side of an enormous 
  stalactite, hanging in a gigantic cavern. The stalactite is over 
  50' in diameter at its widest and 150' long, base to tip. The 
  steps spiral around and down toward the tip. The stairway is 
  4' wide and 250' long. There is no railing, but the rock wall is 
  rough enough to provide handholds.
  The disc is a signal gong. Descending lizardfolk strike it 
  three times with a weapon hilt or similar, pausing between 
  each note. The ringing alerts the sentries below that they 
  are coming. If there is trouble on the stairs, any lizardfolk 
  who gets the chance strikes the gong rapidly several times, 
  sounding the alarm to the Outpost (Areas 5–3 through 5–6).
  Despite its precarious appearance, the stair is perfectly 
  safe, provided one can see where he’s putting his feet and 
  5–1
  5–2
  5–4
  5–3
  5–5
  5–6
  
  16
  simply walks up or down the steps. Combat, running, or 
  other difficult maneuvers may require a DEX check. A 
  failure means the action is aborted as the character must 
  spend the round steadying himself. The LL might require 
  those failing their check badly to save vs. petrify or fall! It is 
  200' from the top of the stair to the cavern floor below and 
  100' from the tip of the stalactite to the floor.
  Halfway down the stairs, a glowing iron spike has been 
  driven into the wall about 4' above the steps. The continual 
  light illuminates about 40' of the stairs before they curve out 
  of the light on either end. This portion of the stair faces the 
  lizardfolk outpost (Area 5–3) and the sentries have a 3 in 6 
  chance of spotting anyone crossing this lit section; 4 in 6 if 
  the climbers are making much noise or carrying their own 
  light source; 5 in 6 if both. A formidable-looking group may 
  come under catapult fire from Area 5–5.
  Area 5–2: Rope Bridge
  The stairs end near the tip of the cone. Two fencepost-
  sized spikes are driven into the rock and a rope bridge 
  extends from them into blackness. 
  The bridge leads to Area 5–3. It is 3' wide, 100' long, 
  and 100' above the cavern floor. The bridge can safely hold 
  the weight of ten human-sized people. Each additional 
  man-weight adds a 1 in 20 chance per round of the ropes 
  breaking or the posts pulling loose. Fighting, firing missiles, 
  spellcasting, or running while on the bridge requires a DEX 
  check each round, or the character must stop and steady 
  himself instead of acting.
  Area 5–3: Guard Post Entrance
  The bridge ends at a ledge on a sheer cliff, 100' above 
  the cavern floor. Large stones are piled into a crude 
  breastwork on the ledge, guarding a cave mouth. Above, the 
  cliff slopes back into a hill, with the top (Area 5–5) about 
  15' above. Two lizardfolk archers keep station here, with a 
  –2 AC bonus from behind the wall of stones. The cave leads 
  to a tunnel that goes 30' straight back, ending in Area 5–4.
  If there is trouble on the stairs, the sentries alert four 
  off-duty warriors within the outpost. These reinforcements 
  will be ready in 1d6 rounds. Their tactics are to cross the 
  bridge, then ascend the stairs to engage the intruders. They 
  are armed with spiked clubs and three javelins each.
  The lizardfolk keep a battle axe handy, and can use it to 
  sever the bridge ropes in two rounds if necessary. In case 
  anyone tries climbing up from the cavern floor, they have 
  three buckets of fish oil handy to pour on climbers and 
  ignite. The oil does 1d8 damage per round for two rounds 
  unless extinguished. A rope will burn through in one round.
  Area 5–4: Main Guard Room
  This is a long, rectangular room with a stone table, a 
  fire pit, a clay urn, and several wooden cages full of rats. 
  A wooden ladder stands in one corner. There are 1d6+2 
  lizardfolk here, half of which are archers. If the Darkling 
  Captain is not on Level 4A, he is found here. The ladder 
  ends at a trap door, opening on Area 5–5 on the “roof ” of 
  the hill. Another tunnel leaves the room, descending in a 
  sharply sloping ramp. There are a total of 30 normal rats in 
  the cages and the urn is full of fishy water.
  Area 5–5: Roof
  The top of the 
  hill is a relatively flat 
  space overlooking a vast 
  underground cavern. 
  Everything is dark except 
  the pool of light high 
  up on the stalactite stairs 
  (Area 5–1). Other than a 
  Wall of 
  Stones
  
  17
  large boulder and a stack of smaller rocks, there is little to 
  see up here.
  The “boulder” is actually a well-camouflaged tarp 
  covering a catapult (LL58). The 20 stacked, pumpkin-sized 
  boulders are the ammunition (3d6 damage). The catapult 
  is on wheels and can be turned in any direction, and can 
  be arced to hit the rope bridge or the facing side of the 
  winding stair. There are also five three-gallon, rag-stoppered 
  jugs of oil and a tinder box under the tarp. The jugs are for 
  fire shots: with the rags lit before launch, a jug shatters on 
  impact, splashing a 15' radius with burning oil for one turn.
  If necessary, four lizardfolk warriors come up here 
  to operate the siege weapon. They are hesitant to aim the 
  catapult too close to the bridge, but will if necessary. There 
  is a secret trap door, disguised as a flat rock, which leads 
  down to the ladder in Area 5–4.
  The back of the hill is a gentler grade than the front 
  and can be traversed without climbing rolls. There is a set 
  of heavy stone double doors set into the bottom of the hill 
  (Area 5–6).
  Area 5–6: Rear Gate
  Within the stony hill, a steeply-sloped passage leads 
  down to a set of stone double doors, the passage leveling 
  just before them. There is a small alcove to one side, about 
  five feet before the doors. Normally there are two lizardfolk 
  on guard duty here: one warrior and one archer. There is an 
  arrow slit in the wall next to the doors, looking out on the 
  cavern. It grants a –4 AC bonus to those inside. 
  There is a large boulder concealed above the top of the 
  ramp (just outside Area 5–4) and a trigger lever in the alcove 
  near the doors. If things look desperate for the outpost, the 
  guards can step into the alcove and pull the lever, releasing 
  the boulder. It rolls down the ramp. Everyone in its path 
  takes 3d6 damage (save vs. petrify halves). Anyone in the 
  alcove, up to two normal-sized people, is safe from the trap. 
  The boulder stops when it crashes into the doors, wedging 
  them firmly shut (cannot be forced open with less than 
  giant strength or 1d4 hours digging). The boulder can also 
  be released at the top of the ramp by cutting the ropes from 
  beneath. Doing so requires a DEX check to jump out of the 
  way before the rock falls.
  On the outside, several broad steps lead up to the door. 
  A path leads away from the steps out into the cavern, but 
  it quickly becomes indistinguishable from the rest of the 
  rocky ground. The floor of the cave is riddled with loose 
  stones, stalagmites, columns, and boulders. The outside of 
  each door is carved with the same symbol. It looks like a 
  backward “S” with hash marks near either end: Ilustration 
  5. This is the symbol the lizardfolk use to blaze trails and 
  mark their territories in the caves. There are similar blazes 
  every 100 yards or so, painted on boulders with a faintly 
  glowing dye made from luminescent fungus. A total of six 
  markers form a route across the wide cavern floor, past 
  Area 5–7, and finally to the cavern’s wall and the entrance to 
  Area 5–8. Characters can make INT checks every other turn 
  to see if they spot the next marker. Rangers or others with 
  the tracking skill (AEC19) can find the whole trail with one 
  successful skill roll.
  Area 5–7: Spider Sword
  Between the 4th and 5th trail markers, a giant bLack 
  widow spider (LL97) recently ambushed a lone lizardfolk 
  messenger, snatching him up into the air and carrying him 
  towards its web between two stalactites. The lizardfolk 
  managed to wound the spider with his sword, but the 
  creature’s poison took hold and the blade dropped from 
  his lifeless hand, embedding itself point first in the gravel 
  below. The lizardfolk warrior’s desiccated body hangs in a 
  giant web, 40' above the sword. There is nothing of interest 
  or value on the body. 
  The sword is visible, sticking out of the ground, from 
  50' away. It is an obsidian blade (p33). The spider hides 40' 
  above the ground, behind a nearby stalactite, waiting for 
  its next meal. It is still hurt from the sword wound (roll 
  d6 instead of d8 for its HD). It surprises on a 1–4, due to 
  concealment, unless a character is deliberately watching the 
  ceiling. It waits until at least one person is within 10' of the 
  sword, then drops a web on as many targets as possible (as 
  web spell, LL41). The spider then drops down on a web line 
  to poison as many victims as possible. The sword is still in 
  usable condition, with some sort of sticky fluid clinging to 
  the blade (spider blood).
  
  18
  Area 5–8: Locust Swarm
  The trail markers finally lead to the wall of the 
  enormous cavern. There is a marker next to an opening 
  in the wall. The tunnel goes back a short ways before a 
  humming, rustling sound becomes audible. The tunnel then 
  opens into a bowl-shaped chamber, faintly lit with patches 
  of luminescent fungus. The path lies along a narrow berm, 
  about 4' off the floor, crossing the center of the cave. The 
  rest of the chamber is alive with movement. Hundreds of 
  insects, each of them 2–3' long, crawl all over the walls and 
  floor, munching on the fungus. They look like enormous 
  crickets. Every so often, one of them emits a plaintive 
  whistling sound and flies across the room in a clumsy arc. 
  The bugs are subterranean locusts (LL85). Normally 
  the creatures don’t appear in such numbers, but this is 
  an especially rich feeding patch. They are busily eating, 
  clambering over one another, and generally being giant bugs. 
  The fungus gives off enough light to see by, but does not 
  spoil infravision. 
  Any light brighter than the fungus, or any loud noise 
  (i.e., raised voices, clanking armor), agitates the insects. 
  Those closest to the source start to whine and shift uneasily. 
  If the source of irritation continues, some of the locusts try 
  to flee the “threat” by clumsily flying around the cave. Once 
  this starts to happen, a chain reaction occurs as follows.
  Round 1: 
  Locusts within 10' of disturbance start to 
  whine.
  Round 2: 
  The nearby locusts try to fly away. 1d4 
  careen toward the PCs, “attacking” them by 
  buffeting collisions. There is a 20% chance 
  of the noise attracting a wandering monster 
  this round.
  Round 3: 
  More locusts take flight, startled by the 
  other ones landing on or near them. 2d4 fly 
  toward PCs. The whining sound is louder. 
  Chance of wandering monster: 30%.
  Round 4: 
  The room is now a maelstrom of clumsy 
  giant bugs. 3d4 fly randomly at the PCs. 
  Chance of wandering monster: 60%.
  Round 5+: 4d4 bugs fly toward party. Chance of 
  wandering monster: 80%.
  Any attacks against a locust cause it (if it survives) to 
  spit at the attacking PC. If anyone jumps or is knocked into 
  the lower floor of the room, he is instantly surrounded by 
  the panicking bugs and is the target of 1d4 spit attacks and 
  1d4 slam attacks. It takes a full round to walk (or crawl) back 
  out of the bowl, but by then the chain reaction is triggered, 
  if it wasn’t already!
  A lizardfolk fell off the path once and was buffeted to 
  death by the creatures. His body, marked X on the map, lies 
  5 yards to the north of the berm. There is an unused potion 
  of  healing (one dose) in his hand. If a magic-user or elf casts 
  detect magic (LL30) in the room, the potion glows, disturbing 
  the locusts.
  The best way to deal with this hazard, and the one that 
  the lizardfolk use, is to simply move quickly and quietly 
  through the room using no light sources. The fungal glow is 
  sufficient for walking along the pathway at up to encounter 
  speed. Characters without the Move Silently skill can make 
  DEX checks to walk quietly enough to avoid agitating bugs. 
  A passage on the far side of the chamber leads to Area 6–1.
  To Area 
  6–1
  
  19
  Level 6: Volcano
  Area 6–1: Lava Lake
  The air gets warmer as the tunnel descends rapidly 
  from Area 5–8. A sooty red glow becomes visible before 
  the tunnel opens onto a narrow ledge overlooking a wide, 
  bubbling pool of lava. The lava glows brightly enough to see 
  by; that, plus the heat, ruin any infravision. The walls curve 
  upward and then disappear into a huge opening that takes 
  up most of the ceiling. A large rectangular slab of stone lies 
  with one end on the ledge, the other on the top of a pillar 
  of rock that sticks out of the lava about 15' away. Another 
  slab extends from that one at a slight angle to another rock, 
  and so forth. The slabs zig-zag across the chamber over the 
  magma to a tunnel on the opposite side, about 100' away.
  This is the bottom of the volcano shaft. When the lava 
  receded enough to allow the tunnel to be re-opened, the 
  lizardfolk managed to build this bridge over the fiery lake. 
  The bridge averages 20' above the lava. It is perfectly safe; 
  each of the slabs is 5' wide and weighs over a ton. It would 
  take giant strength to move one without heavy equipment.
  The air in the cavern is very hot, but not lethally so 
  (110º F). Characters in metal armor take 1 hp of burn 
  damage for every turn after the first they stay in the 
  chamber. All characters that spend more than three turns 
  in the room or exert themselves beyond walking will need 
  to drink at least a quart of water to rehydrate afterward or 
  suffer –1 to all rolls (as if not rested) until they do. Magical 
  fire resistance avoids these effects.
  Two lizardfolk warriors and two archers patrol the 
  tunnel between the bridge and the lake below (Level 7). 
  There is a 1 in 12 chance per round that they appear at the 
  far entrance (Area 6–2). They easily spot anyone on the 
  bridge. Unless the party can quickly convince them not 
  to attack, the archers shoot at the PCs while one of the 
  warriors attempts to summon the Guardian of Lava Lake: a 
  wicked saLamander (LL94) that lives in the lava.
  The salamander delights in killing, but has come to an 
  accord with the lizardfolk. They let it live unmolested in the 
  lava under the bridge and alert it to any trespassers that it 
  may have as victims. The lizardfolk call the salamander with 
  a special horn that hangs on a hook near the lower tunnel 
  entrance (marked * on the map). Then horn is carved from 
  a single piece of obsidian and bound with iron bands. It is 
  not magical, but worth up to 500 gp to the right collector. 
  The note from the horn is not especially loud, but it makes 
  the hairs on the backs of people’s necks stand on end, and 
  sends ripples across the lava like a shockwave.
  The salamander reaches the surface of the lava after 1d3 
  rounds. It can climb the bridge supports or swim in the lava. 
  Its favored tactic is to pull its victims off the bridge and into 
  the lava (see below for rules). If it hits with at least one claw 
  or bite, the victim must make a STR or DEX check (player’s 
  choice) or be pulled over the side.
  In the Lava
  A character falling into the lava is in real trouble. There 
  is a slim chance of survival: a character has a 25% chance 
  of landing on a thick section of partially cooled crust. The 
  character still takes falling damage (2d6), and the intense 
  heat causes 1d3 damage per round so long as the character 
  is within 10' of the lava. Falling into the lava itself kills a 
  character instantly and destroys all he carries. Magical fire 
  resistance can negate the heat damage, but a character can 
  still drown unless he can get himself out. Throwing a rope 
  to someone on or in the lava is useless, as the rope ignites 
  when it gets close to the lava.
  If someone falls into the lava before the salamander has 
  been summoned, there is a 50% chance that the disturbance 
  attracts it within 1d3 rounds.
  Area 6–2: Lake Tunnel
  The tunnel goes back a bit before sloping downward. 
  The air grows cooler again as the lava chamber is left 
  behind. The passage winds around and then opens up onto 
  Area 7–1.
  
  20
  Level 7: The Lake
  One hex = 30 yards
  
  21
  Lake Wandering Monsters 
  (1 in 6 chance, every 2 turns)
  d6 
  Encounter  
   
   
   
  1 
  LizardfoLk Patrol Boat (1d4+4 warriors)
  2–3 
  giant sturgeon (LL75)
  4–5  
  giant crab (LL68)
  6  
  1d4 giant frogs (AEC126)
  In the Water
  Swimming requires 
  at least one hand free. 
  Movement is halved 
  and the character 
  loses any AC bonus 
  from dexterity. 
  Attacks are at –4 to 
  hit, and only thrown 
  weapons may be used 
  for missile attacks 
  on the surface. Only 
  spears and tridents may 
  be thrown underwater (for 
  half range).
  Characters 
  slowed by encumbrance 
  and those wearing metal 
  armor cannot swim at all and will sink. 
  Characters can hold their breath underwater one round for 
  each point of their CON. If a character takes damage while 
  underwater, he must make a saving throw vs. petrify or lose 
  1d6 rounds worth of air. Once a PC is out of air, he will 
  drown in 1d6 rounds. A rescuer can resuscitate a drowned 
  PC if it’s within five minutes. He must be heaved out of the 
  water, laid flat, and have the water pressed out of his lungs, 
  which takes 1d6 rounds. A resuscitated character must make 
  a Survive Resurrection roll (AEC5) to revive. If successful, 
  he comes back to life with one hit point.
  Area L–1: Shore
  The lake tunnel from Area 6–2 ends at a small, rocky 
  beach of rounded black stones at the edge of a vast 
  underground lake. A few lights can be seen out over the 
  water, winking in the distance, but the scale is hard to 
  judge in the darkness. A large, flat-bottomed boat with 
  heavy oars is pulled up on the shore, essentially a mastless 
  lifeboat (LL57) with two sets of oars and a tiller. The boat 
  is transportation for the lizardfolk patrols. It can hold up to 
  ten human-sized passengers. It moves at 30' per round with 
  two rowers, 15' per round with one.
  The lake’s water is only three feet deep close to the 
  shore, but drops off suddenly about 20' out to a depth of 
  60'. The water is fresh and drinkable, but quite cold. The 
  lights out on the lake are from the island known as the 
  Isle of the Darkling Pool among the lizardfolk. It is over 
  600 yards from the shoreline straight to the island, but the 
  lizardfolk take an indirect route, avoiding the rocks and 
  patrolling more of the cavern. Rowing to the island requires 
  at least one Wandering Monster check. Following the 
  straight line takes 10 minutes with two rowers or 20 minutes 
  with one and passes through Crab Rocks (Area L–2). A 
  curved route around the rocks takes half again as long.
  There is a heavy crossbow on the boat with 10 bolts. 
  Three of the bolts are wrapped with pitch-soaked rags 
  and used to send up signal flares or ignite other boats. The 
  boat also has two 100' hemp ropes with grappling hooks, a 
  shuttered lantern, flint and steel, and six flasks of oil. The 
  patrol occasionally sweeps the water in front of the boat 
  with the lantern light, then looks again with infravision.
  Their normal tactic against another boat is to close and 
  try to board, using grappling hooks if possible. All lizardfolk 
  can swim very well, holding their breath for up to a turn, 
  but they generally avoid going into the water because of the 
  monsters in the lake.
  Area L–2: Crab Rocks
  Several jagged rocks lie in this part of the lake. Some 
  are only a few inches beneath the surface; others stick out 
  slightly above the water. They are not visible by infravision, 
  as they are the same temperature as the water. Slowing the 
  boat to 10' and using a light to look out for the rocks gives 
  the pilot an INT check to pass through into clear water 
  without striking any rocks. Moving faster or without a light 
  causes a 1 in 3 chance each round of striking a rock. Rowing 
  through quickly and without light makes it 2 in 3 per round.
  
  22
  Striking a rock causes 1d6 structural hit points to the 
  boat and runs it aground. It will take three successful STR 
  checks to free the boat, either by pushing off with oars or 
  climbing onto rocks and shoving the boat. Each STR check 
  takes one minute but multiple characters may add their 
  successes together. While the boat is stuck, a giant crab 
  (LL68) that lives among the rocks attacks. It is a standard 
  example of its breed and only interested in a meal. There 
  are more crabs in the lake, but only one is nearby at present. 
  The crabs live off young sturgeon and whatever the Avatar 
  leaves behind when it hunts. 
  The Avatar has a secret tunnel leading from its lair to 
  the deep water beneath these rocks. It uses it to come and 
  go unobserved by the lizardfolk.
  Area L–3: 
  Approaching the Island
  The island rises 20' out of the water with steep, rocky 
  edges. The banks are easily climbable with a DEX check; 
  characters with the Climb Walls ability don’t even need to 
  roll unless they are climbing in a hurry or under stressful 
  conditions like combat. A failure results in a fall. Landing 
  in the 30' deep water does no damage, but encumbered 
  characters will not easily be able to swim. See “In the 
  Water,” above.
  A four-foot high stone wall surrounds the island. The 
  wall is smooth and comes right to the edge, so characters 
  may have a hard time just scrambling over. There are stone 
  bowls set along the wall every 40'. A few of them glow with 
  low-burning fires, providing a modicum of light.
  On the Island: 
  The Tower and the Domes
  Island Wandering Monsters 
  (including within the Tower and the Domes) 
  (1 in 6 chance, every 2 turns)
  d6 
   
  Encounter 
   
   
   
  1–3 
   
  Lizard Patrol (1d4+2)
  4–5 
   
  Lone Lizardfolk
  6 
   
  Lone Darkling Warrior
  The Tower
  At the southwest end of the island, a flat stone pier 
  projects from the rocky shore. Steps lead up from the pier 
  to an opening in the wall, with torches burning on either 
  side; from within the wall, a squat tower overlooks the 
  scene, arrow slits punctuating the walls.
  Normally there is one spare boat at the pier (three total). 
  One patrols the lake and the other is used to ferry the tunnel 
  patrols back and forth. There are four lizardfolk sentries on 
  the tower roof (Area T–8), but they are not terribly vigilant. 
  There is only a 1 in 4 chance that they will take any notice 
  of a boat out on the lake if it is more than 50' out from the 
  island, and then only if there is light or noise to attract their 
  attention. They are more likely to assume it is the patrol 
  boat, making its rounds. If the sentries become suspicious, 
  they alert the guards in the tower below and fire a flaming 
  crossbow bolt in the air to signal the patrol boat. Then two 
  warriors and two archers head for the pier. The tower also 
  has a signal gong, in case they think it necessary to alert the 
  rest of the island.
  If there is combat out on the lake and the tower guard 
  can distinguish which boat contains invaders, they attack 
  with flaming oil jugs and rocks from their rooftop catapult.
  The tower door is plain wood, usually unlocked, and 
  has arrow slits on either side (–4 AC cover bonus). If the 
  rooftop sentries have sounded an alarm, two archers man 
  the arrow slits and the door is locked.
  
  23
  The Tower
  Arrow Slits
  
  24
  Area T–1: Tower Entrance
   Inside is the tower’s common room, with a long table 
  and benches occupied by 2d4 lizardfolk warriors. The open 
  doorway leads to the kitchen (Area T–2). A secret door in 
  the northwest corner leads to the Armory (Area T–3). In 
  the southwest corner, a stairway leads up.
  Area T–2: Kitchen
  This is a cramped room with a cauldron hanging over 
  small fire pit. A scarred wooden counter against one wall 
  is littered with fish scales and dirty clay bowls. The whole 
  room stinks of fish. 
  Area T–3: Armory
  This room behind the hidden panel is little more than a 
  closet with weapons racks on both walls, holding:
  12 obsidian short swords
   
  
  50 javelins
   
  
  12 spiked clubs
   
  
  12 shields
   
  
  6 light crossbows
   
  
  6 quivers with 10 bolts each
   
  
  Area T–4: Barracks
  One floor up from the common room, this chamber 
  holds a dozen low wood frames in rows, filled with nesting 
  material (shredded giant frog skins and strips of fungus). 
  There are torch rings and arrow slits on the walls. 1d6 
  warriors are normally resting here. They are unarmed, but 
  can attack with their claws.
  Area T–5: Storage
  This room is crowded with barrels, sacks, and boxes, 
  all stacked in disarray. The door is normally locked (the 
  Darkling sergeant has the key). The containers hold mostly 
  dried fish, lamp oil, torches, and other general supplies. A 
  small brass box containing 11 pp is hidden in one sack.
  Area T–6: Upper Hall
  At the end of the hall, rungs set in the wall go up to 
  a trap door in the ceiling. The ladder leads to the roof 
  (Area T–8). The sentries above keep the hatch bolted, only 
  opening for the correct password (currently “fishbait” in the 
  Lizardfolk language). Attempts to force this door open are 
  at a –1. The roof sentries can trigger a trap that makes the 
  rungs fall out of the wall.
  Area T–7: Darkling Quarters
  This small room holds only a wooden frame with hides 
  and bedding, a low table, and a small chest. There is a 50% 
  chance the sergeant, a darkLing warrior (p33), is in his 
  quarters; otherwise, he is on the roof (Area T–8). He is 
  armed with a spear +1. The chest is locked and the Darkling 
  has the key. It contains a robe made from some sort of 
  dark, silvery hide. Under the robe are a vial, a small velvet 
  pouch, and a silver dagger etched with runes and a blue 
  gem (topaz) on its pommel (150 gp). Gnomish runes on the 
  dagger’s blade spell the word “Gemfarer,” a clan name. The 
  vial contains one dose of giant strength potion. The pouch 
  holds three 50 gp black pearls. 
  Area T–8: Rooftop
  The tower roof is flat and surrounded by a four-foot 
  crenellated wall. The trapdoor in the corner is bolted from 
  up here; next to it, an iron handle can be yanked from the 
  ground to loose the rungs in Area T–6.
  In the middle of the roof is a wheeled catapult (LL58) 
  and a stack of ten large, round stones. The catapult can be 
  turned in any direction. Four lizardfolk archers are on duty 
  here.
  The tower is 35' tall. The sentries receive a –4 AC bonus 
  versus attacks from the ground or water below. The walls of 
  the tower are rough enough for a character with Climb Walls 
  to try scaling without ropes. Other characters must have 
  grappling lines or the like to even attempt climbing it.
  
  25
  Dome of 
  the Faithful
  Dome of 
  the Priests
  Dome of the 
  Darkling Pool
  The Domes
  Up to 
  Area U–9
  
  26
  The Domes
  Past the wall and tower stands a large structure of 
  three partially nested domes. These buildings are smooth 
  and without windows or other features. The only visible 
  entrance is a massive set of bronze double doors set in the 
  north side of the smallest dome (Area D–1).
  The three domes overlap slightly. The smallest of them 
  is known as the Dome of the Faithful (Areas D–1 through 
  D–5 and U–1 through U–5). It is here that the regular 
  lizardfolk guards and the pilgrims from deeper within the 
  underworld eat and sleep.
  The middle dome is called the Dome of the Priests 
  (Areas D–6 through D–8 and U–6 through U–13). It is 
  home to the Darklings. The last and largest dome is the 
  Dome of the Darkling Pool (Areas DP–1 through DP–3), 
  where the priests drop ritual sacrifices and offerings into the 
  black pool above the Avatar’s lair.
  Area D–1: Foyer
  Massive twin bronze doors are set into the side of the 
  smallest dome. Each is over ten feet high and five feet wide. 
  Carved figures of spear-wielding lizardfolk mirror one 
  another on each door. These doors are normally kept half 
  open, and flickering torchlight can be seen within. Despite 
  their size, they swing easily on their hinges. One person can 
  move a door without a STR check. If the alarm has been 
  raised, the doors are shut and barred inside with bronze-
  bound timbers. They cannot be forced without a ram or at 
  least ogre strength, and then at a –2 penalty.
  Inside the doors, the outer wall of the room follows the 
  curve of the dome around to a flat wall opposite the doors, 
  with an open archway set in its center. There is a 20'-high 
  balcony running along the far wall above the archway (see 
  Area U–5).
  The walls of the room are covered in murals done in 
  garish colors. The paintings are of lizardfolk in various 
  martial poses, often slaying other races such as dwarfs and 
  goblins. 
  Area D–2: Dormitory
  This room is filled with piles of hides and bedding, 
  stacked in rows. Some of the piles are contained in wooden 
  frames; others lie directly on the floor. The place smells 
  of rotting plants and fish. Here is where the rank-and-file 
  warriors and any pilgrims from beyond the lake sleep. There 
  are 1d6+2 lizardfolk guards sleeping in here. Their weapons 
  (spiked clubs) lie close to hand.
  There is also one pilgrim currently on the island. If 
  there is a fight, he will try to hide in his nest. His name is 
  R’sstok and he has come to make an offering to the Avatar. 
  He speaks some Common, as well as his native Lizardfolk. 
  He is unarmed, but has a sack containing 110 gp and a potion 
  of  healing in his bedding (his offerings).
  R’sstok is pragmatic and, if captured, tries not to 
  antagonize the party. He answers most questions if he 
  thinks it will keep him alive, but he won’t hesitate to betray 
  the party if he believes he can do so and keep his scaly hide 
  intact.
  What R’sstok knows:
  The names and functions of the domes.
   
  
  The bigger, darker lizardfolk are the leader 
   
  
  caste, known as Darklings.
  This temple was built to honor “the Avatar,” a 
   
  
  messenger of the lizardfolk gods.
  R’sstok has never seen the Avatar, but he has 
   
  
  heard it is an entity of living darkness.
  Pilgrims bring offerings here, seeking the favor 
   
  
  of the gods. Around certain holidays, the island 
  is said to be teeming with the faithful.
  The lizardfolk realm extends far underground. 
   
  
  This lake and the island are a holy site, but only 
  one part of their world. 
  Area D–3: Closet
  This small room resembles a hayloft. Bins full of dried, 
  fragrant surface grasses line the wall. Unless called away, 
  there is a darkLing acoLyte (p33) here, filling a large 
  basket with bedding to take to a Priest’s chambers. He is 
  using a pitchfork, which functions as a trident in combat. If 
  there is any disturbance in the dormitory, he investigates.
  
  27
  Area D–4: Baths
  This room holds a large pool of steaming water. A row 
  of grey robes on pegs hangs along one wall. Here is where 
  the lizardfolk perform their ablutions before attending any 
  rituals. After washing, they don the ceremonial robes. The 
  water is four feet deep and uncomfortably hot for humans, 
  heated by a hot spring that feeds into the pool. 
  Area D–5: 
  Entrance to Dome of the Priests
  The hall ends in a pair of double doors. A narrow, 
  curving staircase ascends to the right of the doors. The 
  doors lead to Area D–6 and are rigged so a gong on the 
  other side chimes when they are opened. The stairs lead to 
  Area U–1.
  Area D–6: Trophy Hall
  Past the doors, a corridor curves off to the left; ahead 
  there is a large, open area. A gallery-like balcony encircles 
  the upper part of the dome. The room has a bizarre 
  assortment of items scattered about. There are statues, 
  mostly of lizardfolk; various suits of armor; and banners 
  hanging from the ceiling, many quite old or war-torn. 
  There is pair of black double doors on the far wall, 
  guarded by two lizardfolk warriors. They wear ceremonial 
  armor and helms (treat as plate mail) and carry spears. The 
  armor is inlaid with gold and each set is worth 1,000 gp, but 
  fitting it for non-lizardfolk requires an armorer.
  The balcony is 20 feet above the hall. The railing is 3 
  feet high and open. In a fight, those above gain a +1 to hit. 
  This is where trophies from past victories are displayed. 
  None of them have meaning or value for people other than 
  this lizardfolk clan. The short, curving hall leads to a set of 
  stone stair that spiral upward. The double doors lead into 
  the Dome of the Darkling Pool, in the Outer Circle (Area 
  DP–1). A secret door behind one banner leads into the 
  Dome of the Darkling Pool near the stairs (Area DP–3).
  Area D–7: Sauna
  This room is full of hot steam, so much so that the far 
  wall is hardly visible. There are narrow stone steps next to 
  the door going up out of the room. A bubbling pool takes 
  up most of the floor. This room is where the Darklings 
  perform their ablutions. The pool is 10 feet deep, heated by 
  the same hot spring that warms the water in Area D–4, but 
  the water is hotter here, almost scalding. The steps lead up 
  to the balcony near Area U–6.
  Unless he has been called away for some reason, one 
  of the darkLing captains (p33) is currently submerged in 
  the pool. His long sword +1 leans against the stairs, out of 
  his reach. The air in here is hot enough to spoil infravision. 
  The captain will surface three rounds after the PCs enter the 
  room. If he doesn’t notice the party (he will unless they are 
  being very still and quiet), he will swim over to his sword 
  and climb out of the water, buckling on his weapon. If he 
  does see the party, he will attempt to surprise them from the 
  water, ideally dragging a heavily armored individual into the 
  water before grabbing for his sword and raising the alarm.
  Area D–8: Nave
  This open area contains a pair of polished white pillars 
  in its center and a low altar against a freestanding wall. The 
  altar is draped with a wine-red cloth and a golden disc with a 
  scale-like pattern hangs on the wall above it. There is an oil 
  lamp hanging between the pillars, its light playing across the 
  scales on the disc.
  Unless circumstance have called him away, one of the 
  darkLing priests (p34) is here, making ritual prayers. He is 
  armed with a staff and will immediately alert the guards if 
  he sees the party.
  This nave is a shrine to Tchar, a great lizardfolk hero. 
  The disc is called the Shield of Tchar and it is said that 
  it was made from his golden scales. It is a shield +1 and 
  makes its bearer immune to fear. The shield is sacred to 
  the lizardfolk. If they see a character carrying it, they attack 
  fanatically (+1 to hit and damage, never check morale, and 
  +2 on saves vs. fear or other effects that might force a 
  retreat).
  The secret door in the alcove is an emergency escape 
  route known only to the Priests.
  
  28
  Upper Dome Levels
  Area U–1: Upstairs Entrance
   There is a small landing at the top of the stairs. A 
  locked gate blocks the corridor beyond. Trying to force it 
  allows Hear Noise checks for the Acolytes in Area U–2.
  Area U–2: Acolytes’ Quarters
  This room is very plain. It has ten of the grass “nests” 
  and little else. There are two Darkling Acolytes resting 
  here. Each of them has a spiked club lying nearby and a 
  ceremonial robe hanging on a wall. If the party has gotten 
  this far without making too much noise, there is a 50% 
  chance each of them is asleep. Three keys on a ring hang 
  from a hook by the door. One is for the gates in Area U–1, 
  U–4, and U–5; one is for the doors to Area U–3; and the 
  other is for the prisoners’ manacles.
  Area U–3: Prisoners
  The door to this room is locked and made of stone (–1 
  to Open Doors checks). Inside is a filthy room with straw 
  and dirty blankets on the floor. There are manacles set into 
  the wall and another door across the room. This room is 
  used to hold prisoners. Sometimes the prisoners are made 
  to work as slaves, but they end up fed to the Avatar before 
  long. Currently there are three prisoners here: two humans 
  and one gnome; all male. The humans are Karl and Theo, 
  former hirelings of an adventuring party that was killed by 
  the lizardfolk in another region of the underworld. The 
  torchbearer and porter were captured and brought here as 
  sacrifices. Gatto the gnome is of the Gemfarer clan (it is his 
  dagger in Area T–7). He was captured by a lizardfolk raiding 
  party who was trying to steal some gems. The Gemfarer 
  gnomes’ mine is several miles north of Wolford, near dwarf 
  territory.
  The prisoners are chained to the walls, but otherwise 
  able-bodied. None of them are exactly sure how long they 
  have been there, but Gatto thinks it’s been less than a week. 
  They can tell the PCs that another prisoner was here until 
  earlier that day. An elf named Greenstar was brought in 
  only a day or so ago, but was taken away before any of the 
  others. Gatto speaks Lizardfolk and heard the Acolytes say 
  something about the Avatar “liking elf-flesh.” The three of 
  them haven’t seen any other prisoners while they have been 
  here. Greenstar was taken through the rear door of the cell 
  and that’s the last anyone saw of him. That was also the only 
  time any of the prisoners had seen the rear door opened.
  Gatto is a 2nd-level gnome fighter: lawful (good), 14 
  hp. Karl and Theo are normal men (neutral). All of them 
  are willing to fight to get free of this place, but Karl and 
  Theo will take some serious persuading to press farther on 
  into the temple instead of simply fleeing toward the surface 
  (hiring roll at a +2 penalty). Gatto believes that an effort 
  should be made to rescue Greenstar. If the hirelings can’t be 
  convinced to come with the party, they will ask at least to be 
  given weapons and rations so they can try to find their own 
  way out.  
  Open to 
  Below
  Open to 
  Below
  
  29
  Area U–4: Kitchen
  A gate blocks access to this good-sized kitchen. There 
  is a cauldron hanging over a bed of coals in a fireplace, 
  counters are set along the walls with various crockery 
  on them, and several casks, boxes, barrels, and sacks are 
  stacked in the corners. Most of the foodstuff is dried fish, 
  various fungi, and some kelp-like plants. There is nothing of 
  particular value or interest here.
  The lizardfolk sometimes make the slaves work in the 
  kitchens and lock them in. When there aren’t any prisoners, 
  the Acolytes prepare food for the Priests.
  Area U–5: Balcony
  This 5'-wide balcony overlooks Area D–1. It is 20' 
  above the room below. There is a 3'-high open railing that 
  runs the length of it and a barred gate between it and the 
  rest of the upper floor.
  Anyone attacking targets in Area D–1 below gains +1 to 
  hit with ranged attacks and –1 AC for elevation and cover.
  Area U–6: Spice Rack
  A large X-frame with manacles is mounted by one wall 
  of this room. Mist and heat curl up the stairs from below. 
  Various jars and urns sit on the floor. 
  Prisoners to be sacrificed are brought into this room. 
  They are drugged, stripped, washed with urns of hot water 
  from Area D–7, and “seasoned” with the various herbs and 
  oils in the jars to make them more appetizing to the Avatar.
  The drug is a bitter powder dissolved in a large clay jug 
  of wine. Nearby is a clay cup, used to measure doses. One 
  dose makes a human-sized victim complacent and easy to 
  handle for 1d4 hours. The victim cannot do things like fight, 
  cast spells, or run. He can only walk at 10' per round and is 
  largely unaware of his surroundings. Neutralize poison cures 
  the effects. The jug holds four more doses.
  Area U–7: Captain’s Quarters
  This room has a wooden frame with bedding and a 
  chest. There is also a low table in the corner. This is the 
  living quarters for one of the Darkling Captains (p33) that 
  are assigned to the temple. There is a 25% chance that he is 
  in here. The chest is locked. It contains: a silvery black robe, 
  an obsidian dagger, and a leather pouch with five yellow 
  diamonds (100 gp each).
  Area U–8: Captain’s Quarters
  This room has a wooden frame with bedding and a 
  chest. There is also a low table in the corner. This is the 
  living quarters for one of the Darkling Captains assigned 
  to the temple. There is a 25% chance that he is in here. The 
  chest is locked. It contains: a silvery black robe, a dwarven-
  made hand axe (Gatto’s), and an elven cloak (Greenstar’s).
  Area U–9: Priestly Entrance
  A locked portcullis blocks this short corridor. (One of 
  the acolytes in Area DP–3 has the key.) A heavy door is set 
  at the opposite end: the Priestly entrance to the Dome of 
  the Darkling Pool. This corridor also serves as the “waiting 
  room” for prisoners about to be sacrificed. If the PCs enter 
  this room before exploring the Dome of the Darkling Pool, 
  Greenstar the elf is lying here, drugged with the wine from 
  Area U–6, and the High Priest is still leading preliminary 
  ceremonies in Area DP–3. 
  Area U–10: Priest’s Quarters
  This room has a large bedding frame and a round 
  table. Rolls of parchment, a small bowl of ink, and a bone 
  stylus sit on the table, everything lit by a larger bowl with a 
  glowing crystal inside it.
  These quarters belong to the Priest from Area D–8. 
  The crystal is simple quartz with continual light cast upon it. 
  There is a secret panel behind the bed. Inside it are two vials 
  (one dose of healing potion each), dark red robes, and a cleric 
  scroll of dispel magic.
  
  30
  Area U–11: Priest’s Quarters
  This room has a large bedding frame and a round table. 
  A large morningstar hangs on one wall. These quarters are 
  for one of the Darkling Priests. When in this room only, 
  the morningstar is magically animated to attack anyone 
  who enters without using a sacred command word. It 
  activates 1d4 rounds after the door is opened and is similar 
  to a dancing sword (AEC103). It can move 30' per round 
  and attacks as a 2nd-level fighter. It will not leave the room 
  and fights for 2d4 rounds before falling to the floor, its 
  enchantment spent.
  A sack hidden under the bedding contains a ten-pound 
  lump of gold ore (worth 100 gp) and a small steel vial of 
  blood: the dragon’s.
  Area U–12: 
  High Priest’s Quarters
  The sides of this room are covered with hanging 
  tapestries. A richly carved table sits before the door. One 
  portion of the room is curtained off; behind the curtain is 
  a large bed frame filled with grasses and furs. A dark wood 
  cabinet is against the wall near the bed. kaLrak, the High 
  Priest (p34), is at the pool, preparing for the ritual. There 
  is a 25% chance that an Acolyte with fresh bedding will be 
  here when the party arrives. 
  The papers on the table are written in Lizardfolk and 
  deal with day-to-day administration. One of the sheets 
  is a copy of the list in Area 3–1 in draconic runes (see 
  Illustration 3 for translation), sent from the cultists along 
  with the treasure. The cabinet is locked and the High Priest 
  keeps a pet pit viper (LL96) inside that will bite anyone else 
  who opens the doors. Inside the cabinet are two sets of dark 
  red robes with black trim and a small silver coffer containing 
  eight lustrous green pearls (100 gp each), and twenty fire 
  opals (50 gp each).
  Area U–13: Hidden Chamber
  This space serves a dual purpose. First, it acts as a 
  “panic room.” Inside are two light crossbows, two quivers 
  with 20 bolts each, six spears, three shields, six obsidian 
  daggers, two flasks of healing potion with two doses each, two 
  skins of fish-tainted water, and a string of dried fish (three 
  days’ rations).
  Second, it houses a large lever that, when pulled, 
  collapses the spiral stairs. Anyone caught on the stairs falls 
  and takes 3d6 damage. A successful save vs. petrify halves 
  the damage.
  Dome of the 
  Darkling Pool
  Area DP–1: Outer Circle
  The doors from Area D–6 open onto a wide hallway 
  that curves away in the distance. Separate from the central 
  chamber, this hall encircles the dome, following the outer 
  wall. The total length of the corridor is almost 450'.
  Area DP–2: Laity Entrance 
  There is an open archway on the inner wall just before 
  the Outer Circle ends. Stairs lead down from the opening 
  into the great shadowed inner circle of the temple and the 
  Darkling Pool. There is a secret door at the end of the hall 
  that leads to Area D–6, behind a banner.
  Area DP–3: Darkling Pool
  A few torches burn in sconces on the many pillars, 
  which reach up toward the ceiling somewhere among 
  the shadows. The chamber is a series of terraced rings 
  descending to a pool of dark water in the center of the 
  room. Each terrace is five feet below the next. The steps 
  are staggered so that a person cannot descend or ascend in 
  a straight line without jumping or climbing, but must walk 
  around each terrace to the next stair. 
  One long staircase descends from the wall where the 
  middle dome intersects this chamber, all the way to the 
  bottom level of the room. This is the main ceremonial 
  access from Area U–9. The staircase effectively creates a 
  wall across each terrace. At the bottom, the stairs lead to a 
  large block of stone sitting just inside the pool’s edge: the 
  sacrificial altar.
  
  31
  Confrontation at the Ceremony
  Unless circumstances dictate otherwise, the party arrives 
  during the ceremony that culminates in the sacrifice of 
  Greenstar the elf. Several robed figures scattered around the 
  room hiss and sway. A red-robed figure stands near the altar, 
  its feet in the water.
  The treasure has already been dropped into the water. 
  The dragon is currently carrying the loot to its hoard and 
  will return to the pool to receive its meal. The pool is 25' 
  across and has a lip around the edge, three feet wide and 
  two feet deep in the water. The altar stone is in this shallow 
  area, its far edge overhanging the drop-off in the center, 
  which goes down 40' deep.
  If the ritual is not interrupted, two Darkling Acolytes 
  lead Greenstar down from Area U–9. He is then stretched 
  out on the altar, and the High Priest ritually slices the 
  victim’s throat before tumbling him into the water. The 
  dragon grabs the victim from below and takes him back to 
  its lair for feeding.
  There are 1d6 normal lizardfolk (including R’sstok), 
  four normal Darklings, two Captains, two Acolytes, and the 
  High Priest here for the ceremony. They all wear ceremonial 
  robes and are armed (except R’sstok). The lizardfolk will not 
  willingly stop the ritual, even if it means proceeding while 
  they fight the party.
  The High Priest’s tactic is to let the other lizardfolk 
  engage the characters while he attempts to complete the 
  sacrifice. Once that is done (or impossible), he will use his 
  fear and hold person spells first, trying to avoid direct combat. 
  He may also slice open his own hand (1 hp damage) and 
  thrust it in the water in order to alert the Avatar (see below).
  The water is dark enough that the drop-off is not easily 
  visible. Anyone moving in the shallow part of the pool must 
  make a DEX check or fall into the deep water, attracting 
  the Avatar’s attention. If any blood falls in the water at all, 
  the dragon will smell it and investigate. In either instance, it 
  appears within 1d4 rounds.
  Razemeth the Avatar
  Before emerging, the dragon attacks anyone in the 
  pool from below, using his claws and teeth. Then he may 
  stick only the top of his head out and use ventriloquism to 
  fool those outside the water into paying attention to the 
  door from Area U–9. The dragon can attack, use its breath 
  weapon, and cast spells underwater. It also can breathe 
  underwater. If it emerges, it will try to use its breath weapon 
  as soon as it can catch more than one target with it. It 
  doesn’t care if it hits any lizardfolk. It will fly up out of the 
  water and stay airborne. If it closes to melee, it may use 
  shocking grasp with its claws. It also may try to use sleep and 
  charm person to its advantage.
  If the fight goes against it, it will cast darkness over the 
  pool and attempt to flee back into the water. If it thinks it 
  is being followed there and cannot win, it will use its escape 
  tunnel out into the lake and hide among the rocks (Area 
  L–2). If not too badly wounded, the dragon may try to 
  ambush the party later as they try to cross the lake.
  Combat statistics for Razemeth appear on p34.
  
  32
  Dragon Lair
  The dragon sleeps in a submerged lagoon, down at 
  the bottom of the pool in Area DP–3 and through a short, 
  water-filled tunnel. There is a pocket of air here and a small, 
  mesa-like rock sticks out of the water. The dragon’s hoard 
  is piled atop the rock to prevent anything from getting 
  waterlogged. Normally the dragon sleeps in the water, 
  curled around the rock. A narrow underwater tunnel winds 
  away from the sleeping chamber to the rocks in Area L–2.
  Except as the Labyrinth Lord prefers to change it, the 
  dragon’s hoard contains the following.
  Coins:
  22,487 cp
   
  
  82,097 sp
   
  
  2
   
  
  5,749 ep
  30,608 gp
   
  
  3,409 p
   
  
  p
  20 pieces of jewelry:
  6 x 50 gp
   
  
  5 x 900 gp
   
  
  1 x 1,000 gp (diamond tiara)
   
  
  5 x 1,200 gp
   
  
  3 x 1,500 gp
   
  
  Magic items:
  Dagger +2, +3 v. goblinoids, orcs, and kobolds
   
  
  Helm of  comprehend languages and read magic
   
  
  Leather armor +2
   
  
  Long sword +1, +3 v. lycanthropes
   
  
   (snake hilt)
  Philter of  love
   
  
  Potion of  extra-healing
   
  
  Potion of  giant strength
   
  
  Potion of  healing
   
  
  Potion of  invisibility
   
  
  Potion of  undead control
   
  
  Ring of  invisibility
   
  
  Ring of  protection +2
   
  
  Rod of  striking
   
  
   (AEC89), 8 charges (black wood)
  Scroll of  ward v. lycanthropes
   
  
  Scroll
   
  
   with two magic-user/elf spells: locate object 
  and magic jar
  Wand of  polymorph self
   
  
  , 3 charges
  Potions have one dose each. They are too small to work 
  on the dragon.
  Monsters & Foes
  Cooper
  After surviving his execution and returning to the 
  surface, Cooper quickly established himself as the new 
  head of the guild and head priest of the revived cult. He 
  instructed the guild in the “old ways” of the cult and 
  explained how they would gain greater riches and power by 
  renewing their allegiance to the Dark God of the Mountain. 
  On his visits to the caves, a Darkling Priest instructed him 
  in the proper methods of worship. After generations of 
  dormancy, the Obscuring Hat became again the Obsidian 
  Heart. Beyond simple theft and banditry, the thieves 
  extended into abductions for sacrifices and leaving cult 
  markers at the scenes of their crimes.
  The cult also appealed to those who felt they had 
  been wronged by others and wished ill fortune upon their 
  perceived oppressors and enemies. Cooper channeled their 
  resentment into a feeling of power and superiority that 
  came from being part of a great secret. Soon, the cult’s 
  numbers grew strong.
  Cooper is not yet a very high level cleric, despite being 
  the head priest. He is an accomplished thief, however, and 
  still a formidable single opponent. He also has a magical 
  item that was given to him by the darklings: the mask of  
  terror (New Items, p34). He wears an obsidian medallion 
  as his unholy symbol (worth 50 gp as jewelry). It carries 
  a minor enchantment that allows the darklings to let him 
  know they wish to speak to him. When amulet grows icy 
  cold, he goes the mouth in the crypt (Area 4B-4) to receive 
  instructions or information.
  50 gems:
  10 x 10 gp
   
  
  10 x 25 gp
   
  
  4 x 50 gp (opals)
   
  
  14 x 100 gp
   
  
  5 x 500 gp
   
  
  5 x 750 gp
   
  
  1 x 1,000 gp
   
  
  1 x 5,000 gp
   
  
  
  33
  Terko Cooper 
  Human male 3rd-level cleric and 7th-level thief (30 hp); 
  AL C; AC 2; +2 init (DEX 16); Attacks: mace (d6+1); Saves 
  C7+2; Morale 11; XP 3,100
  Leather armor +2
  Ring of  protection +2
  Mace +1, +2 v. dragons
  Mask of  terror
  Potion of  extra-healing
  Potion of  invisibility, 2 doses
  Holy symbol (see text)
  Key to coffer in Area 3–2
  Saves (including ring of  protection): Breath Attacks 14, 
  Poison/Death 9, Petrify/Paralyze 11, Wands 10, Spells 12
  Thief  skills (including DEX bonus, AEC4): Pick Locks 
  60%, Find/Remove Traps 58%, Pick Pockets 58%, Move 
  Silently 58%, Climb Walls 98%, Hide in Shadows 52%,  
  Hear Noise 4 in 6.
  Spells:
  cure (cause) light wounds
   
  
  light (darkness)
   
  
  silence 15' radius
   
  
  Entrance Guardian
  Move: 60' (20'); AC: 4; HD: 5 (38 hp); Attack: 1; 
  Damage: lava (2d6) or fist (1d8); Save: F5; Morale: 12; XP: 
  500
  Similar to an animated stone statue (LL98), but it 
  shoots lava from its mouth, like a breath weapon, instead 
  of from its fingers. It can use this attack five times before 
  its reservoir is depleted. A successful save vs. breath attacks 
  halves the damage. The statue regenerates at a rate of 3 hp 
  per round while resting in the archway. This also replenishes 
  its lava at a rate of one “breath” per five rounds.
  Lizardfolk
  The lizardfolk are standard examples of the breed 
  (LL84). There is a 50% chance that any given lizardfolk is 
  wearing a crude armband made of gold (100 gp).
  Obsidian weapons grant a +1 bonus to damage, but 
  shatter on a to-hit roll of a natural one when used against 
  metal armor, shields, or rock-hard targets.
  Lizardfolk Warrior: Move: 60' (20'), Swim 120' (40'); 
  AC: 5; HD: 2+1 (11 hp); Attack: 1; Damage: spear (d6+1, 
  can throw to 20'/40'/60') or claws (1d6+1); Save: F2; 
  Morale: 12; XP: 47. Each carries two spears.
  Lizardfolk Archer: As above, but armed with spiked 
  club (1d4+1), light crossbow (1d6, 80'/160'/240'), 10 
  quarrels.
  Darklings
  Members of the Darkling Brood are the leaders of 
  the lizardfolk. Their draconic blood makes them smarter 
  and tougher than normal lizardfolk. They also have short, 
  curved horns on the sides of their heads and darker, nearly 
  black scales. All Darklings have gold armbands (100 gp).
  Darkling Warrior: AL N; Move: 60' (20'), Swim 120' 
  (40'); AC: 3; HD: 4 (22 hp); Attack: 1; Damage: obsidian 
  sword (1d6+3), spear (d6+2, can throw to 20'/40'/60'), or 
  claws (1d6+2); Save: F4; Morale: 12; XP: 135
  Darkling Captain: AL N; Move: 60' (20'), Swim 120' 
  (40'); AC: 2; HD: 4+1 (26 hp); Attack: 1; Damage: long sword 
  +1 (1d8+3) or claws (1d6+2); Save: F4; Morale: 12; XP: 215
  Darkling Acolyte: AL N; Move: 60' (20'), Swim 120' 
  (40'); AC: 3; HD: 4 (20 hp); Attack: 1; Damage: spiked club 
  (1d4+2) or claws (1d6+2); Save: F4; Morale: 12; XP: 190
  One clerical spell prepared at random: remove (cause) fear 
  or cure (cause) light wounds.
  
  34
  Darkling Priest
  AL N; Move: 60' (20'), Swim 120' (40'); AC: 2; HD: 4+1 
  (24 hp); Attack: 1; Damage: obsidian dagger (1d4+3) or 
  claws (1d6+2); Save: C4; Morale: 12; XP: 290
  Spells prepared:
  remove (cause) fear
   
  
  cure (cause) light wounds
   
  
  bless (curse)
   
  
  Kalrak, Darkling High Priest
  AL N; Move: 60' (20'), Swim 120' (40'); AC: 0; HD: 5 
  (35 hp); Attack: 1; Damage: obsidian dagger +1 (1d4+4) or 
  claws (1d6+2); Save: C4+2; Morale: 12; XP: 650
  Obsidian dagger +1 (won’t shatter)
  Ring of  protection +2
  Spells prepared:
  remove (cause) fear
   
  
  cure (cause) light wounds
   
  
  bless (curse)
   
  
  hold person
   
  
  Razemeth the Avatar, 
  Ancient Black Dragon
  AL: Chaotic (evil); Move: 90' (30'), Fly 240' (80'), Swim 
  180' (60'); AC: 2; HD: 9 (70 hp); Attacks: 3 (2 claws + bite, 
  1d4+1/1d4+1/2d10) or 1 (Acid breath attack; does current 
  hp in damage, 5'W x 60'L linear, 3/day); Save: C9; Morale: 8; 
  XP: 3,800
  Speaks: Common, Draconic, Lizardfolk, and Elvish
  Spells prepared:
  ventriloquism
   
  
  charm person
   
  
  light (darkness)
   
  
  shocking grasp
   
  
  sleep
   
  
  New Items
  The Mask of Terror 
  This helmet-like mask of strange, dark metal encloses 
  the entire head (AC 2) in the hideous likeness of a horned, 
  reptilian fiend, including slavering fangs and glittering red 
  eyes. The mask radiates magic and evil. As disturbing as 
  its normal appearance is, it also carries an enchantment: 
  Once a day, the wearer can cause the mask’s face to become 
  magically, utterly terrifying. Creatures within 30' who see 
  the mask must save vs. spell. A failure means they flee in 
  panic for 2d6 rounds, or cower in fear if flight is impossible. 
  Any attack on a panicked creature ends the effect. Mindless 
  monsters and those immune to gaze attacks are unaffected 
  by the mask.
  Caltrops
  These nasty little objects are generally available in 
  larger settlements, especially where horses are common. 
  A five-pound bag of caltrops costs 5 gp and contains 
  approximately 100 of the spiked metal balls. When scattered 
  on the ground, they slow or discourage pursuit over a 10' x 
  10' area. Anyone walking through must slow to 5' per round 
  or make a DEX check to avoid stepping on them. Caltrops 
  do 1d3–1 damage to the victims’ feet and slow movement to 
  half speed (no running) until the damage is healed. 
  
  Illustration by Steve Zieser
  2
  1
  3
  
  4
  5
  Illustration by Steve Zieser
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - FM005LL Skull Mountain.pdf