TEXT: By Mike Mearls
  Menagerie
  Lost
  Menagerie
  Menagerie
  Lost
  Lost
  SWORDS &
  WIZARDRY 
  COMPATIBLE
  
  ISBN: 978-1-62283-931-5 
  S&W PDF
  ©2020 Necromancer Games.  All rights 
  reserved. All characters, names, places, 
  items, art, and text herein are copyrighted 
  by Necromancer Games. The mention of or 
  reference to any company or product in these 
  pages is not a challenge to the trademark 
  or copyright concerned. The Necromancer 
  Games logo and the title Lost Menagerie are 
  trademarks of Necromancer Games
  Author: 
  Author: 
  Mike Mearls
   
  Project 
  Project 
  MAnAger:
  MAnAger: 
  Ken Spencer 
   
  editor: 
  editor: 
  Jeff Harkness 
  AdditionAl 
  AdditionAl 
  MAteriAl:
  MAteriAl:
  Ken Spencer
   
  NECROMANCER
     Games
  TM
  Menagerie
  Lost
  Menagerie
  Lost
  SwordS & wizArdry 
  SwordS & wizArdry 
  coordinAtor: 
  coordinAtor: 
  Jeff Harkness
  Art director:
  Art director: 
  Casey Christofferson 
   
  lAyout: 
  lAyout: 
  Suzy Moseby 
   
  Front cover Art: 
  Front cover Art: 
  Michael Syrigos 
   
  interior Art: 
  interior Art: 
  Del Teigeler,  
  Terry Pavlet,  
  and Josh Stewart 
   
  cArtogrAPhy:
  cArtogrAPhy: 
  Robert Altbauer
  
  2| The LosT Menagerie
  2| The LosT Menagerie
  IntroductIon
  IntroductIon ..........................................................
   .......................................................... 3
  notes for the referee
  notes for the referee ..........................................
   .......................................... 4
  AdAptIng thIs Adventure
  AdAptIng thIs Adventure ......................................
   ...................................... 4
  Adventure hooks
  Adventure hooks .................................................
   ................................................. 4
  cAvern AreA MAp
  cAvern AreA MAp .................................................
   ................................................. 5
  trAIl of destructIon 
  trAIl of destructIon  ..............................................
   .............................................. 6
  t-rex terror 
  t-rex terror  ....................................................
   .................................................... 6
  followIng the trAIl of destructIon 
  followIng the trAIl of destructIon  .................
   ................. 6
  wrecked wAgon 
  wrecked wAgon  ...........................................
   ........................................... 6
  sAwMIll MAssAcre 
  sAwMIll MAssAcre  .........................................
   ......................................... 7
  ruIns of rAInhAven 
  ruIns of rAInhAven  ........................................
   ........................................ 7
  the entrAnce to the lost MenAgerIe 
  the entrAnce to the lost MenAgerIe  ...............
   ............... 7
  Behold the fAll of the koBolds! 
  Behold the fAll of the koBolds!  ..................
   .................. 7
  tunnel Into the MountAIns 
  tunnel Into the MountAIns  ...........................
   ........................... 7
  the lost MenAgerIe
  the lost MenAgerIe ................................................
   ................................................ 8
  trAvel In the MenAgerIe
  trAvel In the MenAgerIe .......................................
   ....................................... 8
  weAther In the MenAgerIe
  weAther In the MenAgerIe ....................................
   .................................... 8
  Zone A: troglodyte terrItory
  Zone A: troglodyte terrItory .............................
   ............................. 8
  A-1. entry door
  A-1. entry door ...............................................
   ............................................... 9
  A-2. troglodyte lAIr
  A-2. troglodyte lAIr ........................................
   ........................................ 9
  A-3. fungus cAve
  A-3. fungus cAve..............................................
  .............................................. 9
  Zone B: tyrAnnosAurus huntIng grounds
  Zone B: tyrAnnosAurus huntIng grounds ..........
   ..........10
  10
  B-1. the peAk
  B-1. the peAk ...................................................
   ...................................................10
  10
  B-2. AncIent shrIne
  B-2. AncIent shrIne .........................................
   .........................................10
  10
  Zone c: scorpIon huntIng grounds
  Zone c: scorpIon huntIng grounds ...................
   ...................10
  10
  c-1. ABAndoned lAB
  c-1. ABAndoned lAB ........................................
   ........................................10
  10
  c-2. the plInth of power
  c-2. the plInth of power ................................
   ................................11
  11
  Zone d: the vIllAge
  Zone d: the vIllAge ............................................
   ............................................11
  11
  current sItuAtIon
  current sItuAtIon ............................................
   ............................................11
  11
  personAlItIes
  personAlItIes ....................................................
   ....................................................11
  11
  resources
  resources ........................................................
   ........................................................12
  12
  developMents
  developMents ..................................................
   ..................................................12
  12
  Zone e: wIldlAnds
  Zone e: wIldlAnds ..............................................
   ..............................................13
  13
  e-1. the lAIr of srykArrIr
  e-1. the lAIr of srykArrIr ................................
   ................................13
  13
  e-2. the portAl
  e-2. the portAl ...............................................
   ...............................................13
  13
  Zone f: rAMpAnt overgrowth
  Zone f: rAMpAnt overgrowth .............................
   .............................14
  14
  f-1. the dArk heArt of the Jungle
  f-1. the dArk heArt of the Jungle ..................
   ..................14
  14
  f-2. the throne of lIght
  f-2. the throne of lIght .................................
   .................................14
  14
  f-3. the sAcred cAve
  f-3. the sAcred cAve .......................................
   .......................................15
  15
  Zone g: coAstAl AreA
  Zone g: coAstAl AreA ........................................
   ........................................15
  15
  g-1. lIZArdfolk cAve
  g-1. lIZArdfolk cAve .......................................
   .......................................15
  15
  necropolIs MAp
  necropolIs MAp ............................................
   ............................................16
  16
  Zone h: the necropolIs
  Zone h: the necropolIs......................................
  ......................................16
  16
  h-1 the necropolIs
  h-1 the necropolIs .........................................
   .........................................16
  16
  n-1. courtyArd
  n-1. courtyArd .............................................
   .............................................17
  17
   n-2. holdIng pen
   n-2. holdIng pen ........................................
   ........................................17
  17
   n-3. entry wAy
   n-3. entry wAy ...........................................
   ...........................................17
  17
  4. the greAt toMB
  4. the greAt toMB ........................................
   ........................................17
  17
  5. treAsure trove
  5. treAsure trove ..........................................
   ..........................................18
  18
  Zone I: IslAnd of the fortress
  Zone I: IslAnd of the fortress ............................
   ............................18
  18
  I-1. guArdrooM 
  I-1. guArdrooM ............................................
  ............................................18
  18
   I-2. dArk creeper QuArters
   I-2. dArk creeper QuArters ..........................
   ..........................19
  19
  ArfAleo’s stronghold MAp
  ArfAleo’s stronghold MAp ...........................
   ...........................19
  19
   I-3. spAwnIng vAt 
   I-3. spAwnIng vAt  ........................................
   ........................................20
  20
   I-4. trophy hAll
   I-4. trophy hAll ...........................................
   ...........................................20
  20
   I-5. workshop
   I-5. workshop ..............................................
   ..............................................20
  20
   I-6. the MAZe 
   I-6. the MAZe  ..............................................
   ..............................................21
  21
   I-7. receptIon rooM
   I-7. receptIon rooM .....................................
   .....................................21
  21
   I-8. dInIng hAll
   I-8. dInIng hAll ...........................................
   ...........................................22
  22
   I-9. lIBrAry
   I-9. lIBrAry ...................................................
   ...................................................22
  22
   I-10. the throne of ArfAleo
   I-10. the throne of ArfAleo ........................
   ........................22
  22
  AppendIx A: new Monsters
  AppendIx A: new Monsters ....................................
   ....................................23
  23
  velocIrAptor
  velocIrAptor ....................................................
   ....................................................23
  23
  dArk creeper
  dArk creeper ...................................................
   ...................................................23
  23
  ghoul, crIMson
  ghoul, crIMson ...............................................
   ...............................................24
  24
  gIAnt scorpIon
  gIAnt scorpIon ................................................
   ................................................24
  24
  troglodyte
  troglodyte ......................................................
   ......................................................24
  24
  tyrAnnosAurus
  tyrAnnosAurus .................................................
   .................................................24
  24
  AppendIx B: new MAgIcAl IteMs
  AppendIx B: new MAgIcAl IteMs..............................
  ..............................25
  25
  unusuAl weApon
  unusuAl weApon ..............................................
   ..............................................25
  25
  JAvelIn of lIghtnIng
  JAvelIn of lIghtnIng ......................................
   ......................................25
  25
  the ArtIfActs of ArfAleo
  the ArtIfActs of ArfAleo .................................
   .................................25
  25
  throne of the MenAgerIe
  throne of the MenAgerIe ..............................
   ..............................25
  25
  vAt of lIfe sculptIng
  vAt of lIfe sculptIng ....................................
   ....................................25
  25
  AppendIx c: further Adventures
  AppendIx c: further Adventures ............................
   ............................25
  25
  Table of Contents
  
  inTroducTion 
  inTroducTion |3
  |3
  By MIke MeArls
  By MIke MeArls
  An Adventure suppleMent for chArActers of level 6-8.
  An Adventure suppleMent for chArActers of level 6-8.
  Gledulon opened a river within the cavern that would run endlessly 
  with fresh, cool water.
  His realm built, Arfaleo set into motion his great experiment. The 
  elf sought to build a miniature world, one where he could direct and 
  influence the development of a variety of creatures. Using his forge, 
  he built his throne of power, an artifact that allowed him to exercise 
  tremendous control over his realm by allowing him to modify the 
  climate and terrain with the touch of a few buttons. Arfaleo then 
  set about introducing creatures into his realm. He brought terrible 
  dinosaurs from a jungle world he had visited and found quite 
  fascinating. He allowed a small tribe of humans fleeing a terrible 
  overlord to set up a small settlement by the river in his cavern, 
  constructing for them a protective wall that warded away the wild 
  animals that lived in the cavern’s dense, lush jungles. From across 
  the multiverse, Arfaleo imported a wide range of strange creatures. 
  Some flourished, while others died. All the while, Arfaleo tinkered 
  with methods by which he could accelerate or modify the natural 
  development of the creatures of his menagerie. The elf theorized that 
  over time creatures developed new organs and abilities to deal with 
  their environment. Within his labs, Arfaleo worked on magical items 
  and arcane rituals that would allow him to glimpse the future of a 
  creature’s evolution. For centuries, Arfaleo toiled at his studies until, 
  having met only with limited success, his attention wandered and he 
  once again sought excitement across the planes. Bidding farewell 
  to the humans who inhabited the cavern and promising to someday 
  return, he departed for parts unknown.
  Now, more than two centuries later, creatures from the Under 
  Realms have made their way into the cavern. As a lush, welcoming 
  realm, Arfaleo’s menagerie is a tempting place for the creatures of the 
  Introduction
  Hundreds of years ago, the great elf wizard Arfaleo the Seeker 
  journeyed across the elemental planes. In each realm, he sought out 
  the courts of the high elemental princes and performed for each of 
  them a wondrous deed. For the Lord of Deepest Earths he recovered 
  the fabled gem known as the heart of the world from Ullrollo Thur, 
  the legendary demigod of thieves. For the Queen of the Planar 
  Winds he sundered the chains that imprisoned her consorts, the 
  Twelve Dukes of the East Wind, from their infernal prison in the 
  darkest depths of the eighth layer of Hell. Finally, he brokered a 
  peace between the fire-haired Empress of the Eternal Flame and her 
  archenemy Lord Gledulon of the Endless Wave, bringing to an end 
  the ceaseless conflict that rocked the inner planes for untold eons. 
  With four mighty elemental lords in his pocket, Arfaleo returned 
  home to consider his options.
  After a century of consideration, he returned again to each of the 
  elemental lords with his plan. Arfaleo had wandered many planes 
  and dimensions. The bizarre and alien creatures he encountered there 
  fascinated him to no end. Intrigued by the possibilities engendered 
  by the variety of lifeforms he encountered, Arfaleo asked the lords to 
  build for him a small, self-contained world. As each owed the wizard 
  a great debt, the four of them worked together to fulfill his request. 
  The Lord of the Deepest Earths built a large cavern with soil that 
  would always yield healthy crops and that had a great stone set into 
  its vaulted ceiling to mimic the diurnal cycle of the surface world. 
  The Queen of the Planar Winds opened a small gateway from her 
  realm to the cavern and swore to provide fresh air and the occasional 
  storm cloud to the cavern to sustain its inhabitants. The Empress of 
  the Eternal Flame granted him a powerful throne to watch over his 
  realm and promised to provide heat and light to the cavern. Lord 
  Lost Menagerie
  Lost Menagerie
  Lost Menagerie
  Lost Menagerie
  
  4| The LosT Menagerie
  4| The LosT Menagerie
  AdAptIng thIs Adventure
  AdAptIng thIs Adventure
  Since this module describes a location, you need only carve out 
  an area in your campaign where The Lost Menagerie fits into your 
  background. Given that Arfaleo sought to conduct his experiments 
  far from the interfering influence of outsiders, chances are that the 
  menagerie lies far from any major centers of civilization. Otherwise, 
  it would have been discovered long ago. On the other hand, the 
  menagerie is deep enough beneath the earth that chances are that 
  it has escaped detection. The key to placing the menagerie lies in 
  ensuring that it could remain undetected for quite a long time, as the 
  history of the menagerie extends back for several hundred years.
  The details of the background detailed above are easily modified 
  to better fit the history and mythos of your campaign world. The 
  elemental lords can be replaced with deities and other powerful 
  figures from your own pantheon, and you can also substitute a 
  famed archmage or hero for Arfaleo. Personalizing the history to 
  your setting helps enforce the sense of history in your game and 
  also gives the players a sense that their characters can follow in the 
  steps of powerful figures. On the other hand, keeping the background 
  as written can promote a sense of mystery and the great age of the 
  menagerie. The references to the elemental lords and Arfaleo can 
  give the characters a sense that their world is an ancient place with a 
  largely forgotten history of great magics.
  Adventure hooks
  Adventure hooks
  You can introduce the characters to this adventure in several 
  ways. A short encounter is included that allows you to spring the 
  characters directly into the action. The following adventure hooks 
  either place the characters in a position to deal with the encroaching 
  dinosaur or put them on the path to journey directly down into the 
  lost menagerie.
  * While attempting to track down an artifact or powerful magic 
  item, the characters stumble across references to the magic-user 
  Arfaleo. Apparently, he was the last person known to possess the 
  item that the characters are after. With some intense research, the 
  characters uncover clues that direct them to the menagerie.
  * While traveling deep beneath the earth, the characters hear 
  rumors of a lush cavern filled with a thick jungle, fresh water, and 
  plentiful food. By hiring a guide or paying off the right informants, 
  they can learn the convoluted path that leads through the earth to 
  Arfaleo’s menagerie.
  * Reports from the borderlands speak of a giant reptile that 
  recently wandered out of the wilderness to wreak havoc across the 
  land. The characters, whether they be mercenaries seeking a reward 
  or heroes seeking to end this threat, head out to investigate this 
  menace.
  * A sage friendly with the party uncovers evidence of the 
  menagerie. Eager to recover the lost secrets of the great magic-
  user Arfaleo, he hires the party to accompany an archaeological 
  expedition he and his fellow researchers have assembled. The sage 
  wants the characters to guard the explorers as they seek to uncover 
  any forgotten artifacts or other items from the site. To complicate 
  things, perhaps the expedition is not what it seems or one of its 
  members seeks to betray his comrades.
  depths to seek shelter. Of these immigrants, the terrible wizard-lich 
  Xayerez was the most powerful. Using his knowledge of arcane lore, 
  the lich penetrated Arfaleo’s tower and seized control of its secrets. 
  Unlike most liches, Xayerez has limited magical talents. Due to a 
  miscalculation in the ritual he used to become a lich, in some respects 
  Xayerez is still alive. He still must breathe and eat, though his body 
  is little more than an undead husk.
  Looking over Arfaleo’s work and researching remedies for his 
  condition, the lich determined that devouring the brains of creatures 
  could restore his own talents. The lich assumed Arfaleo’s position as 
  master of the cavern in the hope of providing himself a steady diet of 
  exotic and delectable brains that would allow him to attain the power 
  he sought. The lich has taken up where Arfaleo left off. Using the 
  elf’s breeding vats and research chambers, Xayerez has “improved” 
  upon many of the dinosaurs and other creatures in the menagerie. 
  The lich uses these beasts as guardians, followers, and as a source of 
  exotic foodstuff that may help restore his abilities.
  Just as creatures have made their way into the menagerie, so too 
  have some fled from it. A great passage leads from the cavern to the 
  surface. Normally blocked by a great gate, Xayerez accidentally 
  opened this passage when he experimented with some of the more 
  esoteric components of Arfaleo’s Throne of Power. Xayerez initially 
  ignored this problem until a great Tyrannosaurus wandered through 
  the gate. Nervous that the creature might draw outsiders to his realm, 
  Xayerez attempted to seal the gate. Unfortunately for the lich, he 
  slightly damaged the throne in his fit of rage as he watched the 
  great dinosaur lumber through the gate. The throne could no longer 
  completely close the gate, but the lich was able to partially seal it 
  with his magic to prevent his largest (and most delectable) specimens 
  from escaping.
  notes for the referee
  notes for the referee
  The Lost Menagerie is a site-based adventure that describes the 
  people and monsters that inhabit the long lost menagerie of Arfaleo 
  the Seeker. It is designed for characters of 6th to 8th level. Unlike 
  many adventures, this adventure does not present a series of events 
  or a predetermined plot. Instead, it simply outlines the creatures 
  who live within the menagerie, detailing their personalities, plans, 
  and motivations. In addition, the monsters that dwell within 
  the menagerie are described in detail to give you enough 
  information to determine how they may react to the characters’ 
  actions. The menagerie is essentially a miniature world, 
  which makes it a good place to set a series of adventures 
  or to serve as a jumping off point for extended 
  excursions to realms deep beneath the earth.
  
  inTroducTion 
  inTroducTion |5
  |5
  cAvern AreA MAp
  cAvern AreA MAp
  
  6| The LosT Menagerie
  6| The LosT Menagerie
  You can set this in any border wilderness area in your campaign 
  world that features a mountain range. It should be a warm time of 
  year, or an unseasonable warm spell) but not a supernatural warmth) 
  during a cooler season. This is so that the t-rex does not freeze to 
  death before it could have completed its rampage of destruction. 
  The environment should not be one where dinosaurs are normally 
  encountered (and it is assumed that dinosaurs are part of your world, 
  because why not?) The characters can stumble upon the t-rex or be 
  warned of its existence by rumor, refugees, or directed to deal with 
  the situation by an authority. Id using one of the above plot hooks, 
  feel free to have the existence of a t-rex in a place not suited to its ilk 
  be a surprise, one that provides clues to something weird. 
  t-rex terror 
  t-rex terror 
  While traveling through the border wilderness, the characters come 
  upon a strange sight. 
  You hear a distant roaring and feel the ground tremble 
  as if mighty feet are troding nearer. Out of the trees comes 
  a shadow that quickly resolves into a massive reptilian 
  form. At first you think it might be a dragon due to its 
  sheer size, but you rapidly realize it is dinosaur. Wait, a 
  dinosaur? 
  The tyrannosaurus rex (wounded and with half HP) charges out at 
  the characters. It is maddened by its many wounds and will fight to 
  the death. Once slain its corpse presents a mystery, where did it come 
  from and how did it get here? The t-rex has left a clear trail through 
  the wilderness that even the least observant person can follow. 
  Tyrannosaurus Rex (Juvenile): HD 13; HP 27; AC 
  5[14]; Atk bite (3d6 + chew); Move 15; Save 3; CL/XP 
  14/1300*; Special: chew (automatic 1d8 damage each 
  round, save avoids). 
  *XP is reduced to account for the wounded Tyrannosaurus having 
  only half normal hit points.
  followIng the trAIl of destructIon 
  followIng the trAIl of destructIon 
  As the characters backtrack along the t-rex’s trail they encounter 
  the following scenes of devastation. These are given a brief 
  destruction below in order that they are found, you should feel free 
  to let the characters spur off from these to investigate, look for 
  survivors, and otherwise gather information as the plot ramps up to 
  the discovery of the entrance to the Lost Menagerie. 
  wrecked wAgon 
  wrecked wAgon 
  Ten miles back along the trail of broken saplings, the leftovers of 
  a small herd of deer, and a lone bloody wood-axe dropped on the 
  ground (with hand attached) the characters come upon a merchant’s 
  wagon. 
  A crumbled wagon lays on its side near a cart path. Its 
  yoke is snapped in two and the remains of a draft horse 
  can be found in a nearby tree. Goods, mostly bolts of cloth, 
  pots and pans, a barrel of nails, and similar minor goods 
  needed by frontier settlements, are strewn about the area. 
  As you approach a pack of wolves makes a speedy exit, 
  leaving behind the carrion ravaged remains of two adult 
  halflings. A whimpering draws your attention to a shaggy 
  form trapped under the wagon, a small dog with a broken 
  hind leg that looks as if it has lain there without food or 
  water for a day or more. 
  The dog (treat as a wolf) can be healed. It has been reduced to 
  1 HP and has three levels of exhaustion. If rescued it bonds to one 
  of the characters and follows along until that character dies or the 
  dog expires. It is used to having loving companions and will seek 
  affection from humanoids. 
  Trail of Destruction 
  Trail of Destruction 
  Trail of Destruction 
  
  TraiL of desTrucTion 
  TraiL of desTrucTion |7
  |7
  Behold the fAll of the koBolds! 
  Behold the fAll of the koBolds! 
  Inside the cavern is a partially cleaned up slaughter of an entire 
  tribe of kobolds. The cavern is large, over fifty feet high and a 
  hundred feet deep, running back hundreds of feet into the mountains. 
  A lone kobold dressed in an odd combination of bits of bone armor, 
  brightly colored robes, squats by the fire. It flees as soon as the 
  characters appear, but in no discernable direction. The kobold runs 
  deeper into the cave, zigzags about, and finally comes up short at the 
  back. 
  If approached he introduces himself as Argrat, the only surviving 
  member of the Broken Rock tribe, and thus both the chieftain 
  and shaman. He will put himself at the services of the characters, 
  they being his best chance to survive the loss of his tribe. While 
  evil, Argrat is by no means stupid and will serve loyally as long 
  as it benefits him, well, that and as long as he thinks robbing the 
  characters and making a break for it is too much of a risk. 
  At the back of the cave is a long tunnel; it looks like it was 
  revealed by a recent rock fall. Argrat will describe how the ‘not-
  dragon’ came out of the tunnel shortly after an accident caused the 
  rocks at the back of the cave to split and tumble down (he will try to 
  cover up that the accident was a result of his attempts to self-learn 
  alchemy). He has no idea where the tunnel leads. 
  tunnel Into the MountAIns 
  tunnel Into the MountAIns 
  The tunnel is large, over fifty feet high and twenty feet across. 
  It is obviously carved with straight walls and floors. A ceiling well 
  buttressed by making use of natural stone columns carved into shape, 
  and yet long unused. Following it leads twenty miles in a twisting 
  spiral into the mountains, and nearly a half mile below the surface, to 
  location A-1 Entry Door. 
  As you squeeze through the door, your breath almost 
  catches in your throat as you take in the sight before you. 
  This area is bathed in sunlight. A thick, lush jungle stands 
  before you. All is silent for a moment, before exotic birdcalls 
  and other sounds of wildlife erupt from the jungle. To your 
  left and right, a vine-covered cavern wall extends upward 
  out of sight. Above, hazy clouds obscure what looks like a 
  miniature sun that hangs high above. As you squint your 
  eyes, you notice that the “sun” is a gigantic glowing stone 
  attached to the cavern’s high ceiling.
  sAwMIll MAssAcre 
  sAwMIll MAssAcre 
  Fifteen miles beyond the wrecked wagon are the remains of a 
  sawmill beside a fast flowing mountain stream. Along the way 
  they find a torn scarp of cloth soaked in blood, a broken shield and 
  shattered sword, and an orc head just lying there on the ground 
  attracting flies. 
  Only part of the roof of this sawmill remains standing, 
  the rest shows signs of something massive having torn into 
  it. During the attack a lantern or torn was knocked over 
  and the dust filled sawmill caught fire, leaving most of it 
  a charred wreck. The wheel remains, as does some of the 
  sluice, but the interior mechanisms and storage sheds are 
  gone. The remains of a several humanoids, bloating and 
  carrion feasters have left too little behind to determine 
  race or gender, lie about. The whisper of water through 
  the sluices is the only sound amid this scene of carnage. 
  ruIns of rAInhAven 
  ruIns of rAInhAven 
  Five miles from the sawmill lies the mountain village of 
  Rainhaven, or at least the remains thereof. Along the way the 
  characters find what is left of a warhorse and a knight, but not the 
  head of either. 
  A few wisps of campfires rise above the hills ahead of 
  you. The path of carnage leads you to the remains of a 
  once prosperous mountain village. The small thatch 
  roofed houses are in ruins, some burnt, and the handful 
  of survivors are eking out what life they amidst the 
  rubble. There are signs of livestock massacred and crops 
  trampled, but the dozen or so people left have taken 
  care of their own dead, or at least what is left of them.  
   As you approach they turn to you with dead eyes, fearful 
  of what new hell you might be bringing to their quiet 
  village, yet too overcome with grief and shock to do more 
  than accept whatever fate awaits them. 
  If the characters speak with the survivors of Rainhaven they can 
  learn that the ‘dragon’ arrived four nights ago. It came from the 
  mountains and rampaged through the village, attacking under cover 
  of darkness and a roiling thunderstorm. The village was decimated 
  (literally, one in ten buildings are standing). They tried to fight back 
  and Sir Frankens tried to ride down the ‘dragon’ after it wandered 
  towards the sawmill, but he was slain. The villagers don’t know the 
  upper slopes of the mountains well, a large tribe of kobolds lives up 
  there and harries any who approach. 
  the entrAnce to the lost MenAgerIe 
  the entrAnce to the lost MenAgerIe 
  The trail of devastation leads up into the mountains. Massive 
  footprints partially washed away by the rain, shredded saplings, and 
  bits and piece so kobold mark the passage of the t-rex. Eventually 
  these lead high into the mountains to a wide cave mouth. A single 
  cook fire burns inside and sends smoke drifting out and up into the 
  clear sky. 
  
  8| The LosT Menagerie
  8| The LosT Menagerie
  The Lost Menagerie
  The Lost Menagerie
  The Lost Menagerie
  While Arfaleo’s menagerie lies belowground, unlike the typical 
  dungeon it is a wide-open area that doesn’t place any limits on the 
  directions the party may take. Rather than attempt to detail the entire 
  menagerie in the same detail as a dungeon, this section divides it up 
  into a series of zones. Each zone describes the terrain, gives stats 
  for the monsters encountered there, gives an example encounter 
  using those monsters, and describes any strange sites or locations 
  within that zone. As the characters move across the map, you need 
  only refer to their current zone to determine the terrain, monsters, 
  and other hazards with which they must deal. In addition, most 
  of the encounters in each zone are not tied to a specific location 
  on the map. This allows you to use an encounter when it makes 
  the most sense during the party’s travels, rather than waiting for 
  them to stumble across the encounter as they move across the map. 
  Furthermore, many of the encounters with wild animals or dinosaurs 
  are avoidable if the party travels cautiously or under the guidance of 
  an experienced woodsman or ranger.
  Each zone’s description includes the following headers:
  Terrain: This section describes the physical geography of the area, 
  including any effects due to heat. In addition, any physical hazards 
  such as quicksand or landslides are outlined here.
  Encounters: Each zone serves as the home for a range of 
  creatures. As the party travels across the menagerie, an experienced 
  outdoorsman can prove to be a valuable asset. While inexperienced 
  hikers may bungle into an animal lair, tumble into quicksand, or 
  lose their way, a ranger or druid can guide the party clear of danger. 
  Roll 1d20 every four hours the characters spend in the menagerie. 
  Add +2 to the roll for every ranger, druid, or elf in the party. Cross-
  reference the result with the table included in each zone to determine 
  which hazards the party encounters that day. If the check indicates 
  an encounter, sometime within the next four hours of travel the party 
  must deal with the encounter. 
  Some entries may list a percentage chance of an encounter 
  determined on the Master Encounter Table. This represents the fact 
  that monsters often wander across zone lines.
  MAster encounter tABle
  MAster encounter tABle
  d%
  Encounter
  01–25
  6 ghouls from the necropolis
  26–50
  4 hunting velociraptors
  51–75
  Shambling mound 
  76–00
  8 dark creeper hunters from Xayerez’s tower
  Dark Creeper Hunters (8): HD 2; AC 3[16]; Atk dagger 
  (1d4) or shortbow x2 (1d6); Move 12; Save 16; AL N; CL/
  XP 3/60; Special: death throes (explode, 10ft radius, save 
  or blinded for 1d6x10 minutes), light blindness (blinded 
  for 1d3 rounds), spell-like abilities, surprise (1–2 on 1d6). 
  (The Tome of Horrors Complete 124)
   Spell-like abilities: 3/day—darkness 15ft radius.
   Equipment: dagger, shortbow, 20 arrows.
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3 + paralysis), bite 
  (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immunities (charm and sleep), paralyzing touch (3d6 
  turns, save avoids). (Monstrosities 191)
  Shambling Mound: HD 10; AC 1[18]; Atk 2 fists (2d8 + 
  enfold); Move 6; Save 5; AL N; CL/XP 13/2300; Special: 
  enfold (if two fists hit, save or suffocate in 2d4 rounds), 
  resists cold and weapons (50% damage). (Monstrosities 
  419)
  Velociraptors (4): HD 3; AC 5[14]; Atk 2 claws (1d3), bite 
  (2d4); Move 12; Save 14; AL N; CL/XP 3/60; Special: 
  pack hunter (+1 to-hit bonus when working with another 
  velociraptor). (see Appendix A: New Monsters)
  Sites: Unique sites such as a stone monolith, ancient graveyard, or 
  humanoid settlement within the zone are described in this section.
  trAvel In the MenAgerIe
  trAvel In the MenAgerIe
  The menagerie features a few trails that have been hacked or 
  trampled through its thick undergrowth but most of the place is 
  choked with thick vines, trees, and undergrowth. If the party moves 
  along a trail, they can move at half their normal movement rate. 
  Traveling through the jungle allows the characters to move at a 
  quarter of their normal rate.
  weAther In the MenAgerIe
  weAther In the MenAgerIe
  A great glowing stone set in the center of the cavern’s ceiling 
  provides light and heat for this place. The stone mimics a cycle of 
  day and night, providing full daylight for 12 hours, cushioning eight 
  hours of darkness with two hours of “dawn” and two more hours of 
  “dusk.”
  The menagerie has hot, humid tropical weather. The temperature 
  here lingers at around 90º Fahrenheit during the “day,” but with 
  humidity the effective temperature runs at around 100º Fahrenheit. 
  By night, the temperature is much cooler, getting up only to around 
  80º Fahrenheit.
  Zone A: troglodyte terrItory
  Zone A: troglodyte terrItory
  A small tribe of troglodytes makes this steamy, swampy region of 
  the menagerie its home. Many species of small lizards make their 
  home here, giving the troglodytes a viable source of food. Like 
  many of the humanoids in the menagerie, this tribe made their way 
  here from the Under Realms. After fighting a long, unsuccessful 
  war against a dwarf colony that left the tribe in ruins, the trogs 
  were desperate for a secure location where they could renew their 
  strength. After many weeks of travel, the troglodytes came across a 
  small passage that led to the menageries. Seizing their chance, they 
  established a small settlement here and now carefully bide their time, 
  hoping to defeat the lizardfolk to the east and eventually overwhelm 
  the humans to the south.
  
  The LosT Menagerie 
  The LosT Menagerie |9
  |9
  Terrain: The swamp here is extremely thick, with no recognizable 
  tracks cut through it. The troglodytes lead hunting and war parties 
  through the menagerie. The central area of this zone is extremely 
  swampy. The water here is up to two feet deep, though the marsh is 
  choked with stands of trees and thus navigable by halflings and other 
  small characters.
  Encounters: The following table summarizes the possible 
  encounters depending on the d20 roll made every four hours in the 
  zone. 
  Result
  Encounter
  0–4
  Troglodyte ambush. The party stumbles into an attack 
  by 6 troglodytes and Krulk the chieftain. While moving 
  through the swamp, the party comes across a crude 
  bridge made of tree trunks that crosses a five-foot-deep 
  pool of water. As the party makes its way down the 
  bridge, the troglodytes shower them with javelins from 
  cover while Krulk launches his javelin of lightning at 
  the party. On the next round, the trogs attack, seeking to 
  push heavily-armored characters into the water.
  5–9
  A giant crocodile surges from the water and attacks.
  10–14
  The party encounters 6 troglodytes.
  15–17
  10% chance of a random encounter rolled on the Master 
  Encounter Table.
  18+
  The party comes across a party of 8 troglodytes that has 
  stopped to rest. The characters may either ambush the 
  trogs or move along without disturbing them.
  Giant Crocodile: HD 6; AC 3[16]; Atk bite (3d6), tail 
  (1d6); Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; 
  Special: none. (Monstrosities 78)
  Krulk, Troglodyte Chieftain: HD 8; HP 57; AC 3[16]; 
  Atk 2 claws (1d3), bite (1d4+1) or javelin of lightning 
  (1d6); Move 12; Save 8; AL C; CL/XP 9/1100; Special: 
  chameleon skin (surprise, 3-in-6 chance), stench (save or 
  nauseated, –1 to hit and damage). (Monstrosities 488)
   Equipment: javelin of lightning (see Appendix B: New 
  Magical Items), ring of protection +1, 2d6 gp.  
  Troglodyte: HD 2; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d4+1) or longsword (1d8); Move 12; Save 16; AL C; 
  CL/XP 3/60; Special: chameleon skin (surprise, 3-in-6 
  chance), stench (save or nauseated, –1 to hit and damage). 
  (Monstrosities 488)
   Equipment: longsword.
  A-1. entry door
  A-1. entry door
  This door leads to Area 9 of the entry cave. The characters begin 
  here when they first enter the menagerie.
  A-2. troglodyte lAIr
  A-2. troglodyte lAIr
  The troglodytes have erected a small lair here. This cave network 
  consists of a single, large chamber where the vast majority of the 
  trogs live and sleep, with three smaller chambers. Chamber A is 
  the priestess Sskraa’s abode; Chamber B is a small shrine to the 
  troglodytes’ vile deity, a bloated, toad-like creature; and Chamber 
  C serves as a bedchamber for Krulk and his harem. A total of 20 
  warrior troglodytes, 29 female troglodytes who do not fight, 24 
  young, Sskraa the priestess, and Krulk the troglodyte chieftain 
  make their home here. Subtract troglodytes slain by the characters 
  from these totals. In addition, normally 6 troglodytes are off hunting 
  at any given time.
  Krulk, Troglodyte Chieftain: HD 8; HP 57; AC 3[16]; 
  Atk 2 claws (1d3), bite (1d4+1) or javelin of lightning 
  (1d6); Move 12; Save 8; AL C; CL/XP 9/1100; Special: 
  chameleon skin (surprise, 3-in-6 chance), stench (save or 
  nauseated, –1 to hit and damage). (Monstrosities 488)
   Equipment: javelin of lightning (see Appendix B: New 
  Magical Items), ring of protection +1, 2d6 gp.  
  Troglodytes (20): HD 2; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d4+1) or longsword (1d8); Move 12; Save 16; AL C; 
  CL/XP 3/60; Special: chameleon skin (surprise, 3-in-6 
  chance), stench (save or nauseated, –1 to hit and damage). 
  (Monstrosities 488)
   Equipment: longsword.
  The tribe keeps its treasure in Krulk’s chamber because their brutal 
  chieftain is too greedy to allow any others to watch over it. The 
  treasure is kept within a large, unlocked wooden chest. It consists 
  of a wand of knock (4 charges), six large rubies worth 250 gp each, 
  1,000 gp in coins, and a gold, gem-encrusted holy symbol of a dwarf 
  deity worth 2,000 gp. In addition, Chamber B holds a large, stone 
  idol of an ugly cross between a demon and a toad. This statue’s eyes 
  are a pair of large garnets worth 300 gp each.
  A-3. fungus cAve
  A-3. fungus cAve
  Ahead of you, a small cave mouth opens in the cavern 
  wall. A strange, pungent odor wafts down from the cave 
  toward you.
  This small cave is little more than a niche in the side of the cavern. 
  Unless the characters discovered a map buried in the necropolis in 
  Zone H, they have little chance of finding this cave.
  Spellcasters feel a minor headache as they near this place. A small 
  colony of highly magical mushrooms grows within it. These fungi 
  are saturated with magical power derived from the potent spells 
  used to form this cavern. They grow all over the cavern, covering 
  the floor, ceiling, and walls in a densely-packed mass. Two varieties 
  of mushrooms grow here. One species has a red cap while the other 
  has a black cap. The red cap mushrooms grant anyone who eats them 
  spellcasting powers. If a character eats a red mushroom, he or she 
  gains 2 magic-user levels. These newfound abilities last for 72 hours, 
  after which time the character loses the abilities. A character may 
  gain this benefit only once. 
  The black mushrooms have a potent anti-magic effect. Anyone 
  who eats them gains a +4 bonus to all saving throws against spells. 
  This bonus lasts for 72 hours.
  A character may ingest either a black or red mushroom. Once a 
  character eats a mushroom, eating either variety has no further effect. 
  A character may gain either effect only once.
  
  10| The LosT Menagerie
  10| The LosT Menagerie
  discovers a six-inch-tall figurine carved from an unfamiliar blue rock. 
  This statuette depicts a smiling, robed figure. The owner of the statue 
  may rub its head three times per day and contact Perrethius as per 
  contact other plane. Unfortunately, Perrethius is rather chatty (after 
  centuries of lonely contemplation, he can’t help it). The character 
  using the statue in this manner must spend five rounds making small 
  talk with the deity before receiving an answer.
  Zone c: 
  Zone c: scorpIon huntIng grounds
  scorpIon huntIng grounds
  A small colony of monstrous scorpions adapted to life in the 
  menagerie dominate this region. The creatures feast on the lizards 
  and small, herbivorous dinosaurs that make this area their home. 
  Aggressively territorial, these monsters fight to the death.
  Terrain: Though much drier than Zone A to the north, this area is 
  choked with thick jungle. Characters moving through this area can 
  only rarely see more than 20 feet ahead. Unluckily for the characters, 
  the scorpions are active hunters and chances are that they must tangle 
  with them quite often while marching through here.
  Result
  Encounter
  0–4
  Ambush! Two giant scorpions burst from the 
  undergrowth, catching the characters in an ambush. The 
  creatures hide beneath large piles of loose dead vines, 
  brush, and dirt. 
  5–8
  Two giant scorpions move to attack the party, though 
  luckily for the characters they do not have a chance 
  to surprise them as the characters can easily hear the 
  beasts’ excited chitters as they move to attack.
  9–13
  5% chance of a random encounter rolled on the Master 
  Encounter Table.
  14+
  The characters come across a single giant scorpion 
  as it feasts upon the remains of a dead, cow-sized 
  herbivorous dinosaur. The party may attempt to sneak up 
  on the creature and ambush it.
  Giant Scorpion: HD 6; AC 3[16]; Atk 2 pincers (1d10), 
  sting (1d4 + lethal poison); Move 12; Save 11; AL 
  N; CL/XP 7/600; Special: lethal poison (save or die). 
  (Monstrosities 411)
  A total of 16 scorpions stalk this zone. Once all of them have been 
  defeated, the party can move through this zone without fear of attack.
  c-1. ABAndoned lAB
  c-1. ABAndoned lAB
  A stone wall suddenly looms ahead of you through the 
  thick, dense vegetation. An intact stone building stands 
  ahead of you.
  When Arfaleo still maintained the menagerie, he used this 
  20-foot-by-20-foot building as a sort of field laboratory to conduct 
  experiments or to observe his creatures. At one point, the wizard 
  employed several apprentices who also used this building as living 
  quarters when they needed solitude.
  This plain, stone building is constructed of heavy granite blocks. 
  While the wooden door long since fell to pieces, the interior is 
  surprisingly intact. The wreckage of two rotted bunkbeds and 
  crumbled wooden desks stands within. The stone floor appears 
  chipped and cracked. In fact, two of the larger cracks are actually 
  Zone B:  
  Zone B:  
  tyrAnnosAurus huntIng grounds
  tyrAnnosAurus huntIng grounds
  This section of the menagerie is dominated by a monstrous 
  dinosaur, the mother of the Tyrannosaurus rex that attacked the 
  village of Rainhaven. Few other large creatures dare move through 
  this region, leaving the Tyrannosaurus as the undisputed ruler of this 
  area.
  Terrain: The jungle here is sparser than the regions around it. The 
  area is essentially one large hill, with a steep slope rising up from 
  Zone A. While this region lacks any proper trails, the vegetation is 
  light enough that the characters may move at a pace as if they were 
  on a path.
  Result
  Encounter
  0–5
  The party blunders across the Tyrannosaurus that stalks 
  this area, allowing it to pounce upon them with surprise.
  6–9
  5% chance of a random encounter rolled on the master 
  encounter table.
  10–12
  The characters come across a lumbering, duck-billed 
  herbivorous dinosaur. This beast has no attacks and seeks 
  only to flee from the characters, although they may end 
  up getting trampled.
  13–14
  The characters hear the thundering roar of the 
  Tyrannosaurus in the distance as the beast stalks and kills 
  its prey. They may move to investigate and attack if they 
  wish. 
  15–17
  No encounter
  18+
  The characters catch sight of the Tyrannosaurus while it 
  stalks a duck-billed dinosaur. The characters may attempt 
  to ambush the dinosaur if they wish.
  Duck-billed Herbivore Dinosaur: HD 15; AC 5[14]; 
  Atk trample (3d6); Move 15; Save 3; CL/XP 15/2900; 
  Special: trample (save avoids). 
  Tyrannosaurus Rex: HD 18; AC 5[14]; Atk bite (5d8 + 
  chew); Move 15; Save 3; CL/XP 19/4100; Special: chew 
  (automatic 3d8 damage, save avoids). (Monstrosities 
  125)
  B-1. the peAk
  B-1. the peAk
  This point represents the highest spot not only in this zone but in 
  the entire menagerie. The sight lines from here are excellent, clear of 
  vegetation and other obstacles. From here, the characters can see the 
  village in Zone D, the noticeably thick plant life in Zone F, the dead 
  trees and desolation of Zone H, and the low, squat fortress at Zone I.
  B-2. AncIent shrIne
  B-2. AncIent shrIne
  Ahead, you spy what looks like a rough pile of rubble. 
  Some sort of stone structure, long since collapsed and 
  covered with undergrowth, once stood here.
  Long before Arfaleo created his menagerie, the space now 
  occupied by this great cavern held several small caverns. In one of 
  these, an ancient cult to the god Perrethius, Keeper of the Earth’s 
  Secrets, built a temple that now stands in ruins here. The party 
  
  The LosT Menagerie 
  The LosT Menagerie |11
  |11
  handholds that allow one of the stone blocks in the floor to be lifted 
  up to reveal a set of stone stairs to the basement below. This 20-foot-
  square chamber was once a laboratory. While the wooden workbench 
  is now dust, an iron chest stands intact against the western wall. 
  Within it are pipes of the sewers, two potions of fly, and 100 gp in 
  ancient golden coins.
  c-2. the plInth of power
  c-2. the plInth of power
  A 10-foot-tall, narrow stone monolith stands in a small 
  clearing ahead of you. Odd characters and pictographs 
  adorn its side. Suddenly, you feel yourself jostled as if by 
  an invisible wave of force. Around you, the trees rustle as 
  if in a breeze.
  During his many travels Arfaleo uncovered a variety of artifacts, 
  including this bizarre magical item. Read languages reveals that 
  the inscriptions refer to the plinth as the Great Provider, a source of 
  magical energy and revealer of mysteries. Any magical energies cast 
  toward the plinth automatically rebound at the caster. However, the 
  energies return as a wave of invisible, physical force. The spellcaster 
  must make a saving throw or be struck by the magical force. On a 
  failed saving throw, the spell energy courses through the character, 
  granting him a random spell of the same level as the spell originally 
  cast at the plinth. The character may cast this spell normally. If the 
  character sleeps for more than an hour after receiving this spell, its 
  energies dissipate and leave him unable to cast it though he may 
  prepare his full complement of spells as normal.
  Zone d: the vIllAge
  Zone d: the vIllAge
  This area of the jungle is walled off with large slabs of stone 
  inscribed with arcane runes. Read languages reveals that these runes 
  speak of protection and an establishment of a friendly harbor. These 
  magical runes create an effect similar to the fear spell that targets 
  all creatures. All creatures approaching the wall who don’t live in 
  the village must make a saving throw or flee into the jungle for 2d6 
  rounds. However, creatures led by a leash or forcefully pulled along 
  by a creature not affected by the fear effect may move toward this 
  wall. The wall is 15-feet-tall and has no gate. A small clan of 107 
  humans who make the menagerie their home live in a series of stone 
  dwellings beyond the wall.
  Villagers, Male or Female Humans (107): HP 1d6; AC 
  9[10]; Atk club (1d4) or spear (1d6); Move 12; Save 18; 
  AL N; CL/XP B/10; Special: none. (Monstrosities 254)
  current sItuAtIon
  current sItuAtIon
  The inhabitants of the village are the remnants of those humans 
  who originally sought refuge here when Arfaleo originally 
  constructed the menagerie. As part of that ancient bargain, the 
  humans who settled here agreed to allow Arfaleo to occasionally 
  bring villagers to his tower to conduct tests on them. The elf never 
  actively experimented on his guests. Instead, he merely took notes 
  on their traits and habits, hoping to uncover patterns of inheritance 
  over generations. The elf provided the people with magical items, 
  foods imported from the outside world, and other resources they were 
  unable to provide for themselves. When Arfaleo left the menagerie, 
  he promised to someday return.
  Unfortunately, the march of time corrupted the village’s oral 
  traditions and stories. Where once Arfaleo was viewed as an ally 
  and patron, over the years he took on the aspects of a deity, inspiring 
  intense devotion and worship in the villagers. They credit the elf 
  with the godlike act of creating their protective wall and also believe 
  that he created the entire world, having no knowledge of the world 
  beyond the menagerie. The lich easily co-opted this position and 
  now holds the village’s devotion. When Xayerez first claimed the 
  menagerie, the villagers fought to oppose him. The warrior Therrek 
  came close to storming the menagerie’s central tower but eventually 
  fell to the lich. Recognizing that brute force would not cow the 
  villagers, Xayerez concocted a plan that would cause the priests 
  of the village to accept him as their god Arfaleo returned. Xayerez 
  appeared to the villagers in the guise of an elf and declared that he, 
  Arfaleo, had returned and destroyed the predatory creature that had 
  taken over his tower. Furthermore, “Arfaleo” told his worshippers 
  that he would give them access to paradise to reward them for their 
  struggle against the monster. Once a month, he told them, the oldest 
  person in the village should be escorted to a cave south of the village 
  in order to step through a portal to paradise. This scheme worked 
  flawlessly, and for the past two centuries the village has worshipped 
  Xayerez/Arfaleo as a god.
  Xayerez’s deception centers on a cave he discovered south of 
  the village. This cave holds a magical circle of teleportation that 
  transports anyone who steps in it to a cage within the tower. Arfaleo 
  once used this to collect specimens. Now, it carries an unwitting 
  human sacrifice to the tower where Xayerez feasts upon his brain, 
  though often not before the lich conducts experiments and other 
  fiendish acts upon him. Xayerez views the village as little more than 
  a cattle pen. For the past two centuries, the lich has carefully directed 
  the villagers’ weddings. Using Arfaleo’s ancient notes, he managed 
  to direct the evolution of sorcerer abilities among the village. 
  Xayerez hopes to cultivate particularly delicious brains among the 
  villagers.
  personAlItIes
  personAlItIes
  Totho: Once a proud hunter and daring explorer, Totho earned 
  the respect and eventually his post as village leader through his 
  exploits in journeying across the menagerie. He wears a necklace of 
  velociraptor teeth and carries a +3 spear handed down through his 
  family for generations. Totho is deeply suspicious of “Arfaleo” and 
  chafes under the influence of Serella and the other sorcerers. Were 
  he younger, he would gladly organize an expedition to travel to the 
  tower and get to the bottom of this mystery. His family has long 
  held deep suspicions of the worship of Arfaleo, and he would love to 
  displace Serella and her followers.
  Totho walks with a pronounced limp, though his physique is 
  still imposing even at his age of 64. Honest almost to a fault, Totho 
  believes in treating others openly and fairly. However, he hungers for 
  change and is willing to do almost anything short of murder or armed 
  revolt to displace Serella.
  Totho is a direct descendant of Therrek, an ancient hero who 
  fought to destroy the lich when it first appeared in the menagerie. 
  Totho, Male Human, Headman of the Village (Ftr8): 
  HP 52; AC 6[13]; Atk +3 spear (1d6+4) or hand axe 
  (1d6+1); Move 12; Save 7; AL L; CL/XP 8/800; Special: 
  –1[+1] dexterity AC bonus, +1 to hit missile bonus, +1 to 
  hit and damage strength bonus, multiple attacks (8) vs. 
  creatures with 1 or fewer HD.
  Equipment: leather armor, +3 spear, hand axe, necklace of 
  velociraptor teeth.
  
  12| The LosT Menagerie
  12| The LosT Menagerie
  Serella: While Totho is the nominal leader of the village, Serella 
  holds the true power here. As high priestess of the cult of Arfaleo, she 
  dictates who is allowed to journey to paradise and who must linger 
  on in the material realm. With the aid of a wand of charm person 
  (6 charges) given to her as a sign of office by Xayerez, the village 
  unquestionably obeys her directives to send the oldest and least firm 
  villagers to the sacred cave south of the village. Extraordinarily 
  haughty and arrogant, she views the characters as little more than 
  pretenders and does her best to undermine them while maintaining 
  her own grip on power.
  Serella, Female Human, High Priestess (MU10): HP 
  33; AC 8[11] or 2[17] (missile) and 4[15] (melee) from 
  shield spell; Atk staff (1d6); Move 12; Save 6; AL N; 
  CL/XP 11/1700; Special: +2 save vs. magic, wands and 
  staffs, spells (4/4/3/2/2).
  Spells: 1st—magic missile (x2), shield, sleep; 2nd—
  invisibility, levitate, phantasmal force, web; 3rd—fireball, 
  fly, water breathing; 4th—charm monster, hallucinatory 
  terrain; 5th—hold monster, wall of stone.
  Equipment: robes, staff, wand of charm person (6 charges).
  Tova: A fat, ponderous magic-user, Tova is a lazy, loud-mouthed, 
  but rather jovial fellow who gets by with jokes and his natural 
  intelligence. Tova approaches problems with an open mind. While 
  intensely curious about the characters, he pays little more than lip 
  service to any ideas of their divinity.
  Tova, Male Human (MU4): HP 10; AC 8[11] or 2[17] 
  (missile) and 4[15] (melee) from shield spell; Atk dagger 
  (1d4); Move 12; Save 12; AL N; CL/XP 4/120; Special: 
  +2 save vs. magic, wands and staffs, spells (3/2).
  Spells: 1st—light, magic missile, shield; 2nd—detect evil, 
  strength.
  Equipment: robes, staff, wand of charm person (6 charges).
  Similla: The current eldest person in the village, Similla looks 
  forward to her trip to the cave and reacts with panic and rage to any 
  plan or move to disrupt the village’s ritual.
  Similla, Female Human Elder: HP 12; AC 9[10]; Atk 
  none; Move 12; Save 14; AL N; CL/XP 3/60; Special: 
  none. (Monstrosities 254)
  Kopan: The village’s most skilled warrior, before the characters’ 
  arrival he enjoyed much popularity and favor in the settlement for his 
  feats of arms. He sees the characters as rivals and seeks to undermine 
  them at every turn.
  Kopan, Male Human Warrior (Ftr6): HP 39; AC 7[12]; 
  Atk hand axe (1d6) or spear (1d6); Move 12; Save 9; 
  AL C; CL/XP 6/400; Special: multiple attacks (6) vs. 
  creatures with 1 or fewer HD.
  Equipment: leather armor, spear, hand axe.
  Sirti: This young woman spends much of her time exploring the 
  land around the village and dodging the vicious dinosaurs that infest 
  the menagerie. As Totho’s youngest daughter, she grew up hearing of 
  her ancestor’s exploits and yearns to see the world beyond the jungle. 
  She gladly hires on as a guide and tracker if the party needs one.
  Sirti, Female Human Ranger (Rgr3): HP 24; AC 7[12]; 
  Atk hand axe (1d6) or longbow x2 (1d6); Move 12; Save 
  12; AL L; CL/XP 3/60; Special: +3 damage vs. giants and 
  goblin-types, alertness, tracking.
  Equipment: leather armor, hand axe, longbow, 20 arrows.
  resources
  resources
  While the village can offer a safe place to rest and plenty of fresh 
  food and water, it can offer the characters little in the way of material 
  resources. The villagers can produce clubs, spears, daggers, leather 
  armor, hide armor, and shields. The village has access to most 
  mundane items worth less than 5 gp, with the following exceptions: 
  any glass items, lamps and lamp oil, or paper.
  developMents
  developMents
  Roughly two-thirds of the villagers fully support Serella. The 
  vast majority of villagers believe that the cave is truly a gateway to 
  paradise, and many live in fear of dying before receiving their chance 
  to journey there. The remainder, led by the village’s nominal leader 
  Totho, quietly seethe under Serella’s rule. While fearful of angering 
  the gods, they see the priests as doing little to advance the village or 
  deal with the population problem.
  The appearance of the characters sends the village into a tailspin. 
  In particular, half-elf or elf characters become objects of worship for 
  the villagers who assume that they must be gods, as they resemble 
  Arfaleo. Serella attempts to curry the party’s favor, offering them 
  food and the use of a hut. Totho declares a feast in their honor and 
  attempts to isolate the party from Serella in order to discuss current 
  events with the characters and to recruit them to his faction.
  The characters may soon find themselves caught in the middle of a 
  power struggle between Serella and Totho. If the characters support 
  Serella, business continues as normal in the village. Should they 
  choose to back Totho, the characters may find a struggle on their 
  hands. Serella does not want to give up power peacefully, though she 
  does not resort to violence to maintain her position unless forced to 
  do so.
  notes on the vIllAge
  notes on the vIllAge
  The village provides a place of rest and safety for 
  the characters. The villagers grow yams and other 
  vegetables in gardens within the limits of their walls, 
  and hunting parties occasionally depart over the wall to 
  bring down herbivorous dinosaurs and other prey, giving 
  the characters a ready source of food and supplies. The 
  situation between Serella and Totho is tense, and this 
  strain comes to a boil depending on the characters’ actions.
  An elf or half-elf character could potentially pass 
  himself off as a deity and leverage that to rally the village 
  away from Xayerez. This would require some guile, but 
  demonstrations of magical power or even martial skill — 
  such as slaying a Tyrannosaurus or killing several raptors 
  — could win major support from the villagers.
  Obviously, this is a very open-ended situation that 
  could develop in a variety of directions. Pay attention to 
  characters’ actions and the players’ attitudes toward the 
  village. Players who want to roleplay interactions with the 
  village and become involved in this place’s politics may get 
  a lot of mileage out of this encounter, while players who 
  prefer combat might simply view it as a place to rest up 
  between forays into the jungle. Sculpt your presentation 
  and use of this place to match your players’ desires.
  
  The LosT Menagerie 
  The LosT Menagerie |13
  |13
  Zone e: wIldlAnds
  Zone e: wIldlAnds
  This area is thick with lush jungle. The ground is dry, and the 
  eastern shore of the lake is rocky, difficult terrain rather than a sandy 
  beach. This region is rife with velociraptors. Several small packs use 
  this area as their primary hunting ground, though sometimes these 
  dinosaurs range to the north and west.
  Terrain: The jungle here is thick and overgrown, though not so 
  thick that a traveler’s view is particularly inhibited. With the many 
  dinosaurs that live here, the scrub and undergrowth has been unable 
  to overly choke off this area to travel. Xayerez cleared a few paths 
  through this area to help herd creatures toward Area E-2 where his 
  fiendish creations await.
  Result
  Encounter
  1–10
  A pack of 6 velociraptors attacks the party from 
  ambush.
  11–17
  The party stumbles across a pack of 4 velociraptors who 
  move to attack but quickly retreat after losing two or 
  more of their number.
  18+
  10% chance of a random encounter rolled on the 
  Master Encounter Table.
  A total of 36 velociraptors inhabit this zone. The raptors here are 
  exceptionally clever. Arfaleo’s experiments partially boosted the 
  cognitive capabilities of these dinosaurs, allowing them to plot out 
  attacks to an exceptional degree. The velociraptors view humanoids 
  as fascinating prey and a welcome challenge for their hunting skills. 
  The velociraptors’ favorite ploy is to launch an attack from one 
  direction than bring in the main body of their pack from a different 
  direction. Another favored tactic they use is to drag off a humanoid 
  in hopes of luring his fellows into an ambush as they rush forward 
  to aid their comrade. While the velociraptors have little experience 
  dealing with magic and other supernatural powers, they are fast 
  learners and modify their tactics over time. After the party encounters 
  a pack of velociraptors, all subsequent Wilderness Lore checks made 
  to evade encounters in this area suffer a –10 circumstance penalty.
  Velociraptors (36 total, as needed): HD 3; AC 5[14]; 
  Atk 2 claws (1d3), bite (2d4); Move 9; Save 14; AL N; 
  CL/XP 3/60; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor). (see Appendix A: 
  New Monsters)
  e-1. the lAIr of srykArrIr
  e-1. the lAIr of srykArrIr
  The slight scent of rotting flesh assaults your nose as 
  you spy a very large hole burrowed into the side of a low-
  lying hill ahead.
  The party notices that a few of the trees in this area are blackened 
  and burnt, as if they were hit with some sort of magical spell or other 
  some energy. The hole ahead is the lair of Srykarrir, an ancient behir 
  who has spent centuries in the menagerie. Wandering here back in the 
  time of Arfaleo, this monster struck a bargain with the elf who felt 
  that a powerful predator would spice up the menagerie a bit. Srykarrir 
  once enjoyed prowling the jungle, hunting down dinosaurs and even 
  on a few occasions taking down a Tyrannosaurus. Now old and tired, 
  the behir rarely leaves his lair and spends most of his time soundly 
  asleep. While the velociraptors in this area have made a few moves to 
  attack him, his powerful lightning bolt ability has kept them at bay.
  Srykarrir regards any adventurers with a haughty superiority. 
  He might be a 12-legged, lightning-spitting lizard, but he is quite 
  urbane and rather well read. If attacked, he fights back to the best 
  of his ability, fighting to the death if necessary, as he knows that 
  should he be badly wounded in battle he would swiftly fall prey to 
  the velociraptors. However, the behir much prefers conversation 
  to swordplay. He needles the characters for information about the 
  outside world and could prove to be a valuable ally if approached in 
  friendship.
  Srykarrir, Behir: HD 12; HP 79; AC 4[15]; Atk bite 
  (1d8 + swallow whole); Move 15; Save 3; AL C; CL/XP 
  13/2300; Special: constrict and claw (wrap around target, 
  save avoids, automatic 6 attacks, 1d6 damage each), 
  lightning breath (once per 10 rounds, 24 damage, save for 
  half), swallow whole (natural 20 to hit). (Monstrosities 
  44)
  e-2. the portAl
  e-2. the portAl
  Ahead of you stands the yawning blackness of a cave. 
  It looks as if someone dug a tunnel here, with the upper 
  works constructed of stone bricks. The savory odor of 
  roasting meat wafts out of the cave, causing a rumble in 
  your stomach.
  Xayerez, as part of his perversion of Arfaleo’s research, created a 
  new sub-species of velociraptors. By grafting chunks of his own dead 
  brain into embryonic velociraptors, he managed to awaken magical 
  potential in a few of the dinosaurs. Originally, this chamber’s illusory 
  odor lured creatures into a trap so that Arfaleo could capture and 
  study them. Now, it leads hungry beasts into an ambush. Xayerez is 
  curious to chart his creations’ development. In particular, he wants to 
  see how they handle combat.
  The cave passage slopes downward for 30 feet before ending in a 
  50-foot-square room featuring six pillars. This main room is littered 
  with bones. Torch brackets with continual light spells illuminate the 
  entire area. Four mutated velociraptors lurk in this chamber. Each 
  velociraptor has a different spell-like ability. One has invisibility; 
  another has dimension door; the third uses haste; and the last has 
  wall of ice. 
  The secret door at the east end of this room leads to a small 
  chamber once used to transport subjects to Arfaleo’s tower. A bronze 
  circle inscribed in the center of the floor teleports anyone standing 
  within its limits to Area I-6 in Arfaleo’s tower, just outside of 
  Teleporter 3 in that chamber.
  Mutated Velociraptor: HD 3; HP 20; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 14; AL N; CL/
  XP 3/60; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spell-like ability. (see 
  Appendix A: New Monsters)
   Spell-like ability: 3/day—invisibility.
  Mutated Velociraptor: HD 3; HP 22; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 14; AL N; CL/
  XP 3/60; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spell-like ability. (see 
  Appendix A: New Monsters)
   Spell-like ability: 3/day—dimension door. 
  Mutated Velociraptor: HD 3; HP 19; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 14; AL N; CL/
  XP 3/60; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spell-like ability. (see 
  Appendix A: New Monsters)
   Spell-like ability: 3/day—haste. 
  
  16| The LosT Menagerie
  16| The LosT Menagerie
  Mutated Velociraptor: HD 3; HP 20; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 14; AL N; CL/
  XP 3/60; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spell-like ability. (see 
  Appendix A: New Monsters)
   Spell-like ability: 3/day—wall of ice.  
  Zone f: rAMpAnt overgrowth
  Zone f: rAMpAnt overgrowth
  As Arfaleo’s experiments progressed, he made a foray into 
  manipulating the development of sentient plants. Importing a few 
  monstrous species of intelligent plant-life, Arfaleo felt much less 
  moral apprehension about experimenting on plant creatures. This 
  region is the product of those experiments. In many areas, the thick 
  plant growth has developed into virtual walls of vegetation. Outside 
  of the paths in this zone — which are constructed of magical stones 
  that repel plants — cut all movement rates in half.
  Terrain: This entire area is actually a single gigantic plant. 
  The magical nature of the menagerie combined with Arfaleo’s 
  experiments to boost the plants’ intelligence and mobility caused the 
  root system of every plant in this region to slowly merge. Over the 
  years, this entire section of jungle merged to form one gigantic plant. 
  As the characters move through this region, the trees and plants move 
  to block their progress, herding them toward Area F-2. A ranger, 
  druid, or elf has a 3-in-6 chance to notice the plants’ activity (1-in-6 
  for all others), but unless the characters have some sort of landmark 
  such as a path, they more than likely unwittingly stumble to Area 
  F-1 should they leave the path.
  As the characters move through the jungle or the paths in this zone, 
  they have a feeling that something is continuously watching them 
  from the jungle. As the characters move along, the trees converse 
  with one another, sending psychic whispers through the entire jungle 
  that manifest as a slight but continuous babble of faint whispers in 
  the mind. The air here is oppressively thick and humid. Sound is 
  dull, muted by the close press of the jungle, and the thick jungle 
  canopy extends even over the paths, largely blocking out the light 
  from above. Most ominously, birdcalls and other signs of wildlife are 
  completely absent from this zone. Those animals that venture here 
  quickly succumb to the predations of the shambling mounds that 
  stalk this area.
  Result
  Encounter
  1–15
  A shambling mounds attacks the party. If the characters 
  are on the path, the thing attempts to reach out with 
  its limbs to attack. The beast attempts to reach out and 
  grab unsuspecting prey with its long arms, striking a 
  random party member. 
  16+
  5% chance of a random encounter rolled on the Master 
  Encounter Table.
  When checking for encounters, impose a –5 penalty if the 
  characters journey off the path. If the characters remain on the path, 
  grant them a +5 bonus to their roll.
  f-1. the dArk heArt of the Jungle
  f-1. the dArk heArt of the Jungle
  As you push your way through the thick jungle 
  vegetation, you almost tumble to the ground as you 
  suddenly burst into a 50-foot-wide clearing. You hear a 
  loud rustling above you as the canopy suddenly seems 
  to grow much denser, plunging the area around you into 
  darkness.
  At this site stands a creature of pure evil, the collected essence 
  of the jungle’s evil urges and insatiable desire to burst forth from 
  the confines of this region and consume the entire menagerie. This 
  creature takes the form of a tentacled plant avatar with a gaping 
  maw. While this area looks like a clearing, it is in fact a three-foot-
  deep area of loose, loamy dirt. The deadly plant lurks beneath the 
  soil in the center of the clearing where it has dug out a trench where 
  it rests. In addition to the deadly plant, 2 shambling mounds lurk 
  just outside of the clearing. As the party moves forward, these beasts 
  rush out to attack.
  These creatures fight to the death. The plant avatar uses its 
  command of the jungle to seal off all routes leading out of its 
  clearing. A character trying to leave this area must roll below his 
  or her strength on 4d6 to push passed the jungle plants. In addition, 
  the canopy above turns into a tight roof, blocking out all light and 
  plunging this area into total darkness.
  Should the characters destroy the intelligent plant avatar, the 
  shambling mounds immediately cease their assault. Until the dark 
  essence of the jungle can reform its physical avatar — a process 
  that takes several years — the jungle in this area becomes much 
  less aggressive. The characters no longer have the feeling of being 
  watched, shambling mounds cease their attacks, and the party may 
  now move through the jungle at their normal jungle movement rate. 
  Within 24 hours of the plant avatar’s death, this section of jungle 
  becomes no different than that found in the rest of the menagerie.
  Chaotic Plant Avatar: HD 10; HP 71; AC 5[14]; Atk 
  4 tentacle vines (1d8 + 1d6 acid + constrict); Move 0 
  (immobile); Save 5; AL C; CL/XP 12/2000; Special: 
  acid (additional 1d6 damage), command plants (10-mile 
  radius), constrict (if vine hits, save or automatic 1d8 
  damage + 1d6 acid). 
  Shambling Mounds (2): HD 8; HP 57, 45; AC 1[18]; Atk 
  2 fists (2d8 + enfold); Move 6; Save 8; AL N; CL/XP 
  11/1700; Special: enfold (if two fists hit, save or suffocate 
  in 2d4 rounds), resists cold and weapons (50% damage). 
  (Monstrosities 419)
  f-2. the throne of lIght
  f-2. the throne of lIght
  As you move forward through the jungle, the air 
  suddenly takes on a sweet, pleasing odor. The canopy 
  above you thins out, allowing the light from the cavern’s 
  roof to stream down to the jungle floor. Ahead of you, 
  the jungle opens up into a large clearing, at the center of 
  which stands a single large tree.
  
  The LosT Menagerie 
  The LosT Menagerie |17
  |17
  This plant is the avatar of this section of jungle’s charitable, 
  caring, and good impulses. This being is capable of communicating 
  psychically with animals, which allows it to speak with the 
  characters. As the characters approach the tree, it contacts them 
  mentally. It beseeches the characters to destroy its evil counterpart 
  at Area F-2, telling them that the jungle here was not always so 
  dark and terrible. It offers them the various treasures and items it 
  has found over the years within the jungle as a reward and swears 
  to provide the characters with safe passage whenever they move 
  through this zone.
  This being speaks with a gentle, feminine voice. It knows little 
  of the world beyond this zone and has little understanding of such 
  humanoid concerns as magic, food, or the history of the menagerie. 
  As far as this being can tell, it simply awoke one day to find this 
  world.
  If the party returns here after destroying the chaotic plant avatar at 
  Area F-1, this being thanks them profusely. Using its command of 
  the root system in this area, it causes a small treasure hoard to erupt 
  from the ground. This treasure consists of a +1 large shield, boots of 
  elvenkind, and four diamonds worth 1,000 gp each.
  Lawful Plant Avatar: HD 10; HP 67; AC 5[14]; Atk 
  4 tentacle vines (1d8 + constrict); Move 0 (immobile); 
  Save 5; AL C; CL/XP 12/2000; Special: constrict (if vine 
  hits, save or automatic 1d8 damage), healing tubers (2d6 
  points, usable once per day, rot 1d4 days after removal 
  from vines).
  f-3. the sAcred cAve
  f-3. the sAcred cAve
  This small cave is easily accessible by the path that runs through 
  this zone. The villagers from Zone D come here once a month to 
  watch as the eldest member of their tribe steps onto the bronze plate 
  set in the floor. The plate can teleport a human-sized creature to a 
  cage in Area I-5 of Xayerez’s tower. This ability works only once per 
  week. If the party attempts to activate the plate, it can transport only 
  one character. If more than one character steps onto the plate at the 
  same time, each character has an equal chance of being teleported.
  Obviously, if the party attempts to use this item, one character may 
  very well be trapped in Xayerez’s tower. Xayerez is in his workshop 
  roughly 50% of the time. If he is not present, he returns there in 2d4 
  hours, possibly giving the character enough time to escape.
  Zone g: coAstAl AreA
  Zone g: coAstAl AreA
  This zone covers most areas that border the small freshwater lake 
  occupying the center of the menagerie. A sandy beach borders the 
  lake and the river that meanders through the cavern. The lake and 
  river teem with life. Fish abound here, making it a prime hunting 
  ground for the villagers from Zone D. The waterways are not without 
  their dangers, however. Giant crocodiles and serpentine dinosaurs 
  prowl the water, devouring fish and more than happily preying upon 
  interloping land dwellers.
  Terrain: The water here is no more than three feet deep up to 30 
  feet from shore but quickly drops to a maximum depth of 80 feet. 
  The river is slow-running, making it rather easy to swim or paddle 
  against the current. The water throughout this area is comfortably 
  warm.
  The river flows north to south. At the cavern’s edge, it disappears 
  beneath the rocks, continuing ahead for 50 feet at both the north and 
  south ends, where gates to the Elemental Plane of Water ensure a 
  steady supply of incoming water and a sure place for excess water to 
  flow out of the cavern.
  shore encounters
  shore encounters
  Result
  Encounter
  1–15
  The party stumbles across a group of 4 giant 
  crocodiles.
  16+
  15% chance of a random encounter rolled on the 
  Master Encounter Table.
  wAterBorne encounters
  wAterBorne encounters
  Result
  Encounter
  1–15
  Two marauding elasmosaurs stalk the party. If the 
  characters are in a boat, one dinosaur attempts to 
  disturb the boat while the other darts in to attack those 
  who fall into the water. Anyone in the boat when the 
  creature attacks must make a saving throw to stay in 
  the boat.
  16+
  No encounter
  Elasmosaurs (2): HD 7; AC 7[12]; Atk bite (3d6); Move 1 
  (swim 15); Save 9; AL N; CL/XP 7/600; Special: aquatic 
  (survive just a few minutes out of water). (Monstrosities 
  122)
  Giant Crocodile: HD 6; AC 3[16]; Atk bite (3d6), tail 
  (1d6); Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; 
  Special: none. (Monstrosities 78)
  g-1. lIZArdfolk cAve
  g-1. lIZArdfolk cAve
  A small cave heads into the deeper regions of the subterranean 
  realms. A large community of lizardfolk lies roughly 30 miles away 
  down long, winding, and often quite narrow tunnels. Currently 
  residing in this cave mouth is Vooldrooprooloof, a renegade 
  lizardfolk wizard who fled here after incurring the wrath of the 
  ruling whips of the main settlement. Accompanied by his 10 elite 
  lizardfolk bodyguards, the wizard plans on studying the menagerie 
  and eventually taking Xayerez’s place as master of this domain. 
  Vooldrooprooloof and his followers have not been here long, though 
  they know enough to never venture far from their cave after a run-in 
  with the Tyrannosaurus rex in Zone B left three of their number dead.
  The lizardfolk seek to parley with any adventurers they encounter. 
  Vooldrooprooloof knows that his band is currently too small to stand 
  up to any determined assaults. If attacked, Vooldrooprooloof uses 
  his web spell to distract the enemy and then runs for his life, closely 
  followed by his bodyguards.
  Vooldrooprooloof is a scheming, ambitious thug. He can play the 
  role of earnest ally all while endlessly plotting the death of his rivals. 
  If the characters know little of the lizardfolk, Vooldrooprooloof uses 
  this to his advantage, pretending that the lizardfolk are a peaceful, 
  friendly people. If the characters take him in, he offers the services of 
  his magic in return for protection. Should the characters antagonize 
  him, he and his band trail them throughout the menagerie, seeking 
  to strike at the most opportune time. If the wizard catches wind of a 
  plan to strike at the tower, he and his followers attempt to sneak in 
  after the characters and strike while they and Xayerez are embroiled 
  in their struggle.
  Vooldrooprooloof, Lizardfolk Shaman (MU8): HD 
  10; HP 72; AC 5[14]; Atk +2 spear (1d6+2) or 2 claws 
  (1d3), bite (1d6); Move 6 (swim 12); Save 5; AL C; CL/
  XP 10/30; Special: breathe underwater, spells (4/4/3/2/2). 
  (Monstrosities 302)
  
  18| The LosT Menagerie
  18| The LosT Menagerie
  necropolIs MAp
  necropolIs MAp
  he has been gone, the negative energy has saturated this region of the 
  menagerie, leaving it a hollow, dead husk. Unfortunately, this energy 
  was drawn to a region once used as a graveyard by the inhabitants of 
  the human village in this place. Their holy ground is now a haunted, 
  ghoul-infested nightmare.
  Terrain: The soil here is gray and chalky, obviously unable to 
  support any sort of life. The plant-life here is all long dead, though 
  the energies here prevent even the bacteria that would normally break 
  down and rot the trees from thriving, leaving this region choked 
  with dead vegetation. The characters still progress at the same rate 
  as through a living jungle, as the dead vegetation here is incredibly 
  dense.
  Encounters: The ghouls who prowl this area aggressively seek out 
  living victims. Each hour that the characters travel across this area, 
  roll 1d20. On a roll of 15+, a pack of 2d6 ghouls swarms through the 
  trees, their charge heralded by their blood-curdling, shrieking battle 
  cries. The ghouls fight to the death. A total of 60 ghouls prowl this 
  region.
  Ghoul (2d6, total of 60): HD 2; AC 6[13]; Atk 2 claws (1d3 
  + paralysis), bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; 
  Special: immunities (charm and sleep), paralyzing touch (3d6 turns, 
  save avoids). 
  h-1 the necropolIs
  h-1 the necropolIs
  This adventuring location is extensive enough that it warrants its 
  own map. 
   Spells: 1st—charm person, light, magic missile, sleep; 
  2nd—invisibility, mirror image, phantasmal force, web; 
  3rd—dispel magic, hold person, lightning bolt; 4th—
  confusion, wall of fire; 5th—hold monster, transmute rock 
  to mud. 
   Equipment: +2 spear, scroll (invisibility, lightning bolt, 
  slow).
  Lizardfolk Bodyguards (10): HD 3; HP 24x2, 23x4, 
  22, 21x2, 18; AC 3[16]; Atk longsword (1d8) or 2 arrows 
  (1d6); Move 9; Save 14; AL C; CL/XP 3/60; Special: 
  improved saving throw (+1 to all saves, reflected in stats). 
  (Monstrosities 299)
   Equipment: longsword.
  Zone h: the necropolIs
  Zone h: the necropolIs
  Unlike the rest of the menagerie, this area is dead and barren. 
  The trees are bare of leaves and stand as little more than skeletal, 
  dead plants. The temperature here is much colder than the rest of the 
  menagerie, lingering around 50º Fahrenheit. The sudden temperature 
  drop has left everything covered in a wet, damp chill. When Arfaleo 
  constructed the menagerie, he made a slight error while building up 
  the planar energies needed to form this place and accidentally opened 
  a minor gateway to the Negative Energy Plane, from whence many 
  undead beasts draw their unholy strength. While Arfaleo dwelled 
  here, he was able to counteract the influence of that fell place and 
  prevented it from having any noticeable effect on his realm. Now that 
  
  The LosT Menagerie 
  The LosT Menagerie |19
  |19
  n-1. courtyArd
  n-1. courtyArd
  The endless press of gangly, dead trees gives way to a 
  large, open square area containing a large building with 
  many large stone blocks scattered around it. A featureless 
  stone monolith stands in each corner of this clearing. A 
  large, low-lying stone building dominates the center 
  of the clearing. The ground is studded with partially 
  filled-in pits, each roughly six feet long and three feet 
  wide. At first glance, they appear to be dug-up graves. 
   A chorus of long, agonized howls echoes in the distance.
  Centuries past, this was the burial ground for the human tribe that 
  dwells within the menagerie. Arfaleo built the central edifice as a 
  vaulted tomb for the tribe’s leaders. The building’s walls are stone, 
  though rain and age have left many cracks in them. Carved onto the 
  walls are scenes of humans cultivating fields, fishing in canoes, and 
  stalking dinosaurs with spears and axes. In a few scenes, a slender, 
  smaller humanoid with exaggerated, pointy ears seems to direct 
  some of the activities, such as erecting a small hut. In others, this 
  figure is clad in robes and seems to have bolts of energy or lightning 
  projecting from its hands to strike monstrous dinosaurs or bands of 
  small, lizard-like humanoids. However, these scenes slowly change 
  as the party looks upon them. Each person studying the carvings 
  must make a saving throw. Those who fail see the humans morph into 
  skeletal figures gripping scythes, while the hunters’ prey transforms 
  into screaming human victims. In addition, those who fail the save 
  suffer a –1 penalty to hit and damage for 2d6 hours. Those who make 
  the save continue to see the normal carvings. The only entrance to 
  this place is a pair of great bronze doors inscribed with a triangle 
  enclosed in a circle.
  The eight-foot-tall stone blocks once served as burial markers. 
  Each marker represented a clan, and each respective clan buried its 
  dead around the marker. The influx of negative energy brought back 
  the dead as a pack of 10 crimson ghouls. These monsters hide behind 
  or atop the blocks. They attempt to surround and attack intruders. The 
  ghouls use the stones as cover, hoping to close to melee as swiftly 
  as possible. At least two or three of the monsters attempt to climb a 
  block without drawing the characters’ notice in order to leap upon 
  them while the rest of the pack charges to attack.
  Crimson Ghouls (10): HD 4; HP 30, 28x2, 27, 25x3, 22, 
  20x2; AC 6[13]; Atk 2 claws (1d3), bite (1d6); Move 9; 
  Save 13; AL C; CL/XP 6/400; Special: +1 save vs. spells, 
  half damage from non-magic weapons, immune to sleep 
  spells, resist charm spells (1d6 rounds if save fails), 
  paralysis (3d6 turns, save avoids). (Monstrosities 193)
  n-2. holdIng pen
  n-2. holdIng pen
  The dirt ground ahead of you gives way to a set of logs 
  lashed together with vines and held in place by several 
  large rocks. From your position, it appears that the logs 
  cover a pit. The logs shudder slightly, as if something in 
  the pit wants to get out.
  Characters who listen hear faint, pitiable cries for help coming 
  from the pit. Four rocks hold the barrier in place. After only two 
  rocks are removed, the thing in the pit pushes the log barrier aside 
  and surges forth to attack. The ghouls paralyzed and imprisoned a 
  large velociraptor here by order of the demon beast Therrek (Area 
  N-4). This thing looks like a taller version of a regular raptor. 
  Extended exposure to the negative energy that soaks this area has 
  altered it severely, so that the thing is now bloated with disease. 
  Dead flesh hangs in chunks from its form, while pus and mucous 
  flow freely from sores across its body. It attacks instantly, seeking 
  to slaughter all it encounters. It learned to mimic the humans in 
  the village when it was alive and now uses the sound of a child 
  whimpering to lure characters in “rescuing” it.
  Ghoul Velociraptor: HD 9; HP 68; AC 3[16]; Atk 2 claws 
  (1d8 + paralysis), bite (2d6); Move 12; Save 6; AL C; CL/
  XP 9/1100; Special: immune to sleep and charm spells, 
  mimic (can mimic sounds of other creatures), pack hunter 
  (+1 to-hit bonus when working with another velociraptor), 
  paralysis (3d6 turns, save avoids). (see Appendix A: 
  New Monsters)
  n-3. entry wAy
  n-3. entry wAy
  The bronze doors open with a loud screech as their 
  ancient hinges shake free of the dust, grime, and filth of 
  the ages. Before you, a wide set of stairs heads down into 
  the darkness.
  The stairs lead downward from ground level to a partially flooded 
  chamber as indicated on the map. The water here is three-feet deep 
  and very murky, making it impossible to see below its surface. The 
  floor is 10 feet below ground level, while the roof rises 20 feet above 
  the floor.
  A large pack of 15 ghouls lurks beneath the water. These fiends lie 
  in shallow depressions located around the edge of the room, awaiting 
  the call of their dreaded master Therrek (Area N-4). As the party 
  makes its way across the room, the ghouls crawl across the floor to 
  attack, attempting to rake the characters with their claws while hiding 
  beneath the water. 
  If the characters somehow open the door to this room without 
  causing any noise, the ghouls’ slumber remains undisturbed and they 
  allow the party to pass unmolested.
  Keep in mind that any paralyzed characters tumble into the water 
  and may begin to drown.
  Ghouls (15): HD 2; HP 16x2, 15x4, 14x3, 13, 12x3, 10, 7; 
  AC 6[13]; Atk 2 claws (1d3 + paralysis), bite (1d4); Move 
  9; Save 16; AL C; CL/XP 3/60; Special: immunities 
  (charm and sleep), paralyzing touch (3d6 turns, save 
  avoids).
  n-4. the greAt toMB
  n-4. the greAt toMB
  The door to this room is carved from stone. It bears the same 
  symbol of a triangle enclosed in a circle etched in gold in the center 
  of the door. The door opens soundlessly and smoothly, as if someone 
  took great care to oil the hinges. Read the following as the characters 
  open this door:
  The door slides open easily to reveal a dimly lit chamber 
  beyond. This room looks as if it has been coated in black 
  paint, with the walls, the floors, the ceiling, and the four 
  large stone columns that dominate the room all merging 
  into one inky black form. At the far end of the room, a 
  hulking humanoid shape shuffles from behind the 
  northwest column. The loud flapping of wings indicates 
  that something has just taken flight.
  
  20| The LosT Menagerie
  20| The LosT Menagerie
  This room was once the tomb of the village’s great leaders. It 
  now houses the deformed and accursed form of the once great hero 
  Therrek, the warrior who attempted to overthrow the foul Xayerez. 
  After his death at that villain’s hands, Xayerez bound his soul to the 
  node that connects the Negative Material Plane to the menagerie. 
  Direct exposure to that plane’s foul influence twisted the warrior’s 
  soul and transformed him into a monstrous undead creature. He 
  appears as a 10-foot-tall, gray-skinned, heavily-muscled humanoid 
  beast. Long, stringy black hair cascades down his shoulders, while 
  his overly-wide mouth houses row after row of needle-like fangs. A 
  tattoo of a fish is inscribed on his upper left chest. If Therrek hears 
  fighting in Area 3, he summons a pack of wolves to the stairway 
  between Areas N-3 and N-4 just after the door opens, hoping that 
  the animals catch the party from behind once they enter the room. 
  Therrek charges the party in a blood fury. The scent of living 
  creatures awakens in him an unquenchable hunger for living flesh. As 
  soon as the door opens, he charges forward to attack, relying on his 
  regeneration to carry him. 
  Therrek’s two attendants are a pair of demonic serpents dispatched 
  to watch over the development of this place. These two things appear 
  as 15-foot-long snakes with bat wings and two scrawny, clawed 
  limbs. It was their prompting that pushed him to rally and organize 
  the ghouls and attempt to corrupt and train the velociraptor found at 
  Area N-2. These two creatures fly above the party, swooping down 
  to attack with their bites. They move to flank Therrek’s opponent if 
  possible. 
  Therrek the Accursed, Male Troll Vampire: HD 8; AC 
  2[17]; Atk 2 claws (1d8), bite (1d10 + level drain); Move 
  12; Save 8; AL C; CL/XP 12/2000; Special: +1 or better 
  magic weapons to hit, charm gaze (as charm person, 
  save avoids), gaseous form, level drain (1 level with hit), 
  regenerate (2hp/round), rend (if both claws hit target, 
  save or additional 1d6 damage), resist cold and fire (50%), 
  summon allies (2/day, summon 2d6 wolves, rat swarm, or 
  bat swarm; arrive in 2d6 rounds, turn to dust in 1 hour). 
  (Monstrosities 498)
  Demonic Serpents (Couatl): HD 6; AC 4[15]; Atk bite 
  (2d6 + lethal poison), tail (1d6 + constrict); Move 12 (fly 
  24); Save 8; AL C; CL/XP 8/800; Special: constrict (save 
  or automatic 1d6 damage per round), lethal poison (save 
  or die), spells (2/1). (Monstrosities 73)
   Spells: 1st—magic missile, sleep; 2nd—darkness 15ft 
  radius.
  This chamber is largely bare. Scribed onto the northern wall 
  are two maps, one of the entire menagerie and a second one of the 
  necropolis. The menagerie map indicates in crude pictographs the 
  basic creature type found in each region of the menagerie. Therrek is 
  using this map to lay the groundwork for a campaign of conquest he 
  plans to launch from the necropolis. This room once held a variety of 
  treasures and artifacts. As they reminded Therrek of his mortal life, 
  he removed them all and buried them at Area N-5.
  n-5. treAsure trove
  n-5. treAsure trove
  Buried here five feet beneath the earth are the following treasures: 
  boots of flying, a +2 shield, a wand of polymorph, and gauntlets of 
  dexterity. In addition, a three-foot-long golden rod and a leather-
  bound scroll are buried here. The rod is worth 6,500 gp. The scroll is 
  an ancient record of the quest of Therrek the Mighty to destroy the 
  lich Xayerez.
  These items were once the sacred icons of rulership of the human 
  village found in Zone D. Should the characters appear there bearing 
  these items, the populace treats them as heroes. Arfaleo granted these 
  items to the village when he first allowed humans to settle here. 
  While Xayerez considered returning them to the villagers to cement 
  his grasp upon them, he didn’t want the humans to have access to 
  such magic items. Instead, he believed the monstrous Therrek would 
  easily fend off any attempts to recover them.
  The villagers make no claim to ownership of the items, instead 
  recognizing the characters as worthy bearers of them for their heroics 
  in recovering them.
  The scroll gives the location of Areas A-3 and E-2. It hints at 
  the capabilities of the mushrooms in Area A-3, telling of how the 
  black defends the mind while the red helps strike at one’s enemies. It 
  also warns that the gifts granted by the mushrooms are fleeting and 
  that once someone eats one type, both varieties are useless to him 
  forever. Each person may gain the mushroom’s gifts only once. The 
  scroll then describes how Therrek used a portal in the cave at Area 
  E-2 to sneak into the tower. It describes how Therrek encountered a 
  maze but determined that the farther he journeyed into it, the farther 
  it led him from his quarry. Finally, he encountered his foe, but the 
  weapons he sought to use opened him to a terrible assault and left 
  him defeated. In truth, Therrek used the red mushrooms to gain 
  spellcasting abilities. However, they proved no match for the lich’s 
  might. 
  Zone I: IslAnd of the fortress
  Zone I: IslAnd of the fortress
  Standing upon the small, sandy island in the midst of 
  this lake is a two-tiered stone structure. The place is bare 
  of windows, doors, and other obvious entrances. 
  Arfaleo’s stronghold is a two-story structure that is wide and low-
  lying. The lower level is approximately 100 feet by 70 feet, while 
  the upper level is 65 feet by 55 feet. In days of old, the elf conducted 
  his experiments here. Furthermore, as an elf with many enemies, 
  he installed an elaborate maze within this place to deter would-be 
  intruders. Xayerez now uses this place for his fiendish experiments. 
  The greedy lich sees the menagerie as little more than a larder and 
  livestock pen for his hideous desires. He lives here with his dark 
  creeper servants, dinosaurs, golems, and other minions.
  If the characters land on the island, they notice a wide stairway 
  that runs down into the earth near the middle of the fortress’ southern 
  wall. No guards prowl the island itself. Xayerez would rather they 
  not draw the attention of the dinosaurs and other dangerous animals 
  that stalk the menagerie.
  I-1. guArdrooM 
  I-1. guArdrooM 
  This chamber is thick with smoke. Several gray-skinned 
  humanoids hunch over a brazier, apparently roasting a 
  haunch of meat over it. They turn to face you, revealing 
  their gnarled, eye-less faces. A large, bronze gong is beyond 
  the creatures in the northeast corner of the room.
  A total of 12 dark creeper hunters crowd around the brazier in this 
  30-foot-by-25-foot chamber, each eager to partake of the dinner. 
  These monsters act as Xayerez’s first line of defense. Half attempt to 
  rush forward to block the party’s advance, while two move to sound 
  the gong and summon the dark creepers from Area I-2. These beasts 
  are devoted to Xayerez but do not fight to the death. If more than half 
  fall in battle, the remainder beat a fighting retreat to Area I-2.
  
  The LosT Menagerie 
  The LosT Menagerie |21
  |21
  ArfAleo’s stronghold MAp
  ArfAleo’s stronghold MAp
  If the dark creepers sound the alarm gong, the two warriors Klotok 
  and Stekarra advance to Area I-1 to join the fight. Note that even 
  with these reinforcements, the dark creepers retreat to Area I-2 if 
  more than six of them fall or if Klotok is killed.
  Two crude canoes lie behind the gong. The dark creepers use these 
  when they depart for hunting and gathering trips into the jungle.
  Dark Creeper Hunters (12): HD 2; HP 16, 15x3, 14, 13, 
  12x4, 10x2; AC 3[16]; Atk dagger (1d4) or shortbow x2 
  (1d6); Move 12; Save 16; AL N; CL/XP 3/60; Special: 
  death throes (explode, 10ft radius, save or blinded for 
  1d6x10 minutes), light blindness (blinded for 1d3 rounds), 
  spell-like abilities, surprise (1–2 on 1d6). (The Tome of 
  Horrors Complete 124)
   Spell-like abilities: 3/day—darkness 15ft radius.
   Equipment: dagger, shortbow, 20 arrows.
   I-2. dArk creeper QuArters
   I-2. dArk creeper QuArters
  These four small chambers serve as a common area and barracks 
  for the dark creepers.
  A: Three crude bunk beds are arranged along the walls of this 
  room. A small, unlocked wooden chest holds four cloaks and a pair 
  of throwing axes. Half of the warriors from Area I-1 live here.
  B: Three more bunk beds occupy this room, which is otherwise 
  bare. Half of the warriors from Area I-1 sleep here.
  C: This chamber serves as the living quarters for the grimlock 
  chieftain Klotok and his mate, the adept Stekarra. This room features 
  a large, four-posted bed piled high with furs and ragged, silk sheets. 
  A locked wooden chest holds several gifts from Xayerez, including 
  a foot-tall golden statuette of an elephant worth 4,000 gp, a silk bag 
  holding 10 emeralds worth 150 gp each, and four potions (ESP, 
  invisibility, levitate, and strength.)
  D: This chamber serves as the common room for the tribe’s 
  females and young. Eight female dark creepers and seven youngsters 
  live here, guarded by 2 dark creeper warriors. None of the young or 
  females fights. Instead, they attempt to flee and may rush past the 
  party in a mad dash for safety. The two warriors fight to the death. 
  This chamber is strewn with crude bedrolls. A fire pit occupies the 
  southeastern corner of the room, and haunches of meat and small 
  sacks of fruit hang from hooks wedged into the ceiling.
  If the party forces the dark creepers to retreat here, the things 
  fight to the death. However, if the characters attempt to parley, the 
  monsters agree to leave the tower if offered a bribe of 500 gp. 
  These creatures know little of the upper levels of this place. 
  They can give a basic description of Areas I-3 and I-5 but none 
  has been allowed up to Level 2. Xayerez recruited them from the 
  Under Realms a little over a year ago, and they have seen little of the 
  menagerie beyond their coastal hunting grounds.
  
  22| The LosT Menagerie
  22| The LosT Menagerie
   I-3. spAwnIng vAt 
   I-3. spAwnIng vAt 
  The overpowering stench of decay wafts over you as 
  you enter this large, open chamber. To the north, a four-
  foot-tall stone wall runs across the room. Beyond it, a 
  tremendous pool of thick, soupy white fluid roils and 
  undulates. Occasionally, a large, hulking form covered in 
  white fluid rises up from the pool before collapsing back 
  into the muck.
  This chamber serves as Xayerez’s spawning vat and extends four 
  feet below floor level of this room. The white muck here is a single, 
  massive colony of living cells. Close inspection of the low wall that 
  contains the vat reveals a series of runes inscribed upon it. Read 
  languages translates the runes as “The Womb of Life.” Anyone who 
  bears the scepter of Arfaleo can compel the vat to produce creatures. 
  See the full description of Arfaleo’s artifacts at the end of this 
  adventure for details.
  Currently, 4 velociraptors brew within the vat’s muck. The 
  form that the party sees moving through the vat is one of the half-
  completed creatures. If the party disturbs the pool by prodding at it, it 
  begins to grow agitated. The liquid shudders, ripples, and shakes. If 
  the party continues to disturb it for three more rounds, the vat belches 
  forth the half-completed dinosaurs in an attempt to defend itself. 
  The velociraptors lack skin, and thick globs of white fluid drip from 
  their bodies, but their bones and organs are mostly intact. Treat the 
  creatures as standard velociraptors. As the monsters move to attack, 
  the vat forms a sort of tidal wave that propels the creatures forward 
  to attack and also drenches the southern half of the room with a thick 
  wave of protoplasmic goo. Each character in the room must make a 
  saving throw or be knocked to the ground. 
  Velociraptors (4): HD 3; HP 22x4; AC 5[14]; Atk 2 claws 
  (1d3), bite (2d4); Move 12; Save 14; AL N; CL/XP 3/60; 
  Special: pack hunter (+1 to-hit bonus when working with 
  another velociraptor). (see Appendix A: New Monsters)
   I-4. trophy hAll
   I-4. trophy hAll
  This large, vaulted room is lit by a crystal chandelier 
  that hangs from the ceiling by a slender, golden chain. To 
  the east, a stone staircase rises up to darkness.
  This room once served as Arfaleo’s trophy hall. At one point, the 
  stuffed heads of a variety of beasts, monsters, and outsiders adorned 
  this hall. Jealous of these treasures, Xayerez destroyed the lot of 
  them.
   I-5. workshop
   I-5. workshop
  An open fireplace casts a flickering glow across the 
  workbenches here, each of which has a lizardman 
  strapped to it. These pathetic creatures’ chest cavities are 
  sliced open, as if someone dissected them. Their organs are 
  carefully arranged on a fourth table. Three cages are in the 
  room. One contains a short, scrawny figure that pads back 
  and forth, apparently oblivious to your presence.
  This chamber serves as Xayerez’s primary workshop and 
  laboratory. In his quest to cure his condition, he embarked on an 
  effort to produce the particular brain type that he must devour 
  in order to attain his full undead status. Recently, he turned his 
  attention to the lizardfolk who moved into the menagerie and seeks to 
  incorporate them into his hideous menu.
  The figure in the cage is Fellorin, a bizarre kobold-like creature 
  custom created by Xayerez in the vat at Area I-3. Xayerez is 
  experimenting with that room, and the pathetic Fellorin is so far 
  the only viable fruit of those efforts. Fellorin is a three-foot-tall, 
  orange-skinned, hairless humanoid. A long, narrow nose dominates 
  
  The LosT Menagerie 
  The LosT Menagerie |23
  |23
  his oversized head. His milky, unseeing eyes stare out at the world. 
  While blind, Fellorin more than compensates for this disability with 
  his highly-sharpened sense of smell. He hates Xayerez intensely for 
  the experiments the lich inflicts on him. He pleads with the characters 
  to release him so he can seek vengeance against the lich.
  The cages are relatively easy to open. Any character teleported 
  here from the sacred cave (Area F-3) appears in an empty cage.
  Fellorin his true to his word. He wishes only to destroy the lich and 
  does his best to aid the characters. While he offers little in the way of 
  magic or fighting talent, his refined sense of smell may come in very 
  handy in Area 6 if the characters must fight Xayerez there.
  Fellorin, Male Kobold : HD 1d4 hp; HP 3; AC 7[12]; 
  Atk dagger (1d4); Move 6; Save 18; AL C; CL/XP 
  A/15; Special: alert (surprised only on 1 on 1d6). 
  (Monstrosities 277)
   Equipment: dagger.
   I-6. the MAZe 
   I-6. the MAZe 
  This entire level is one large maze Arfaleo designed to serve as the 
  primary line of defense against attackers. A set of teleporters shift 
  intruders’ location from one room to another with a subtle magic that 
  leaves them unsure if they’ve been teleported or if the maze shifted 
  behind them. Furniture and other dungeon dressing appear at random 
  throughout the place, giving interlopers a false sense of landmarks 
  and helping to disguise the true layout of the maze.
  Each of the rooms labeled A, B, C, and D are linked by a set of 
  teleporters. Note that two rooms are marked with each of these 
  letters. Four rounds after a living being enters one of the labeled 
  rooms, every living thing in that room teleports to the room that 
  shares the room’s letter. For example, if the party enters the northeast 
  room marked B, four rounds later anyone still in that room is 
  teleported to the western room marked B.
  While this maze is rather elaborate, it is also little more than an 
  elaborate diversion. Three teleporters located at points marked 1, 
  2, and 3 give access to the rest of this place. Each teleporter has the 
  following destination:
  Teleporter
  Destination
  1
  Area I-4
  2
  Area I-7
  3
  Secret room in Area E-2
  Finding these teleporters is no easy task. The secret doors that 
  hide them are cunningly constructed (1-in-6 chance to discover). 
  However, the area around these doors is much more worn from 
  footsteps than the rest of the maze. Anyone expressly looking to see 
  if portions of the floor show more sign of traffic notices that the floor 
  is slightly smoother between the staircase leading up to this level 
  and each of the three numbered teleporters (increasing the check to a 
  3-in-6 chance).
  The walls marked F have false secret doors. A search of any 
  of these walls reveals what looks like a catch for a hidden door. 
  However, pushing this button causes electricity to arc from the wall. 
  Any character pushing the button takes 3d6 points of damage from 
  the electrical blast, or half damage with a successful saving throw. 
  These traps may activate once per day as they each take several hours 
  to recharge.
  The lettered rooms have a different set of furnishings each time the 
  party enters them, unless the party arrives in a room via a teleporter, 
  in which case the room has the same exact arrangement as the room 
  from which the party teleported. Each time the party enters a room, 
  use the following table to determine how the room is arranged:
  1d20
  Result
  1–4
  Three stools arranged around a plain wooden table.
  5–8
  Blue silk tapestries hang on the walls.
  9–12
  A small, unlit brazier stands in the middle of the room, 
  surrounded by three wooden chairs.
  13–16
  An empty wooden chest stands open along the wall next 
  to a pile of blankets.
  17–20
  Empty room.
  If the party destroys any of the furniture or carries it from the 
  room with them, future occurrences of a particular set reflect these 
  changes. Each set of furniture is extracted from an extradimensional 
  space when intruders walk near a room. Thus, if a character carves 
  his initials onto a table, his initials are still there if the party enters a 
  room and you roll the same dungeon trappings for that area.
  Currently, a pair of magically engineered velociraptors stalk 
  the maze. Using a process similar to the one that yielded the 
  velociraptors in Area E-2, Xayerez used a combination of the 
  vats and his own magical researches to produce these dinosaurs 
  with heightened intelligence. Many years of training and further 
  experiments unlocked one’s magical talents and gave the other 
  extensive combat training. These two creatures are acutely intelligent 
  and have memorized the layout of the maze and the teleportation 
  rooms. The velociraptors attempt to confuse the party, using hit-and-
  run attacks to strike, disappear into the maze, and use the teleporters 
  to appear behind the party. 
  Running this encounter can be tricky. It is important to keep track 
  of time, as the velociraptors move about the maze to attack as the 
  party explores it. Remember that the velociraptors know how the 
  teleporters work but they are not omniscient. The monsters must still 
  track down the party, but they must make an educated guess as to the 
  characters’ position.
  Mutated Velociraptor: HD 6; HP 41; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 11; AL N; CL/
  XP 7/600; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spells (4/2/2). (see 
  Appendix A: New Monsters)
  Spells: 1st—dimension door, magic missile (x2), sleep; 
  2nd—darkness 15ft radius, mirror image; 3rd—haste, 
  lightning bolt. 
  Mutated Velociraptor: HD 6; HP 45; AC 5[14]; Atk 2 
  claws (1d3), bite (2d4); Move 12; Save 11; AL N; CL/
  XP 7/600; Special: pack hunter (+1 to-hit bonus when 
  working with another velociraptor), spells (4/2/2). (see 
  Appendix A: New Monsters)
   Spells: 1st—dimension door (x2), magic missile (x2); 
  2nd—invisibility, web; 3rd—lightning bolt, monster 
  summoning I.
   I-7. receptIon rooM
   I-7. receptIon rooM
  This room is illuminated by stone brackets set into the wall that 
  have had continual light cast upon them. Once, this room was 
  lavishly appointed with couches, a soft carpet, and other comforts. 
  Now, it is bare except for a five-foot-wide bronze teleporting disc that 
  transport anyone who steps on to it to just outside the secret door to 
  Teleporter 2 in Area I-6.
  
  24| The LosT Menagerie
  24| The LosT Menagerie
   I-8. dInIng hAll
   I-8. dInIng hAll
  A wide, long wooden table dominates the center of this 
  room. Standing at the far end of the table is a gruesome, 
  tottering humanoid. The creature looks as if something 
  took the body parts of a dozen humans and humanoids and 
  sewed them together into one vaguely humanoid form. The 
  thing shuffles in place on its three legs, while its four arms 
  hang motionless from its side.
  This horrid beast is Xayerez’s pride and joy. He constructed 
  this bizarre flesh golem using the body parts of humans and other 
  creatures captured in the menagerie. More impressively, he pieced 
  together a brain from brain rat corpses and installed it into the 
  golem’s body, granting it additional mental attacks. The thing does 
  not move until a living creature comes within 20 feet of it or if the 
  party heads into Area 9 before moving toward the golem.
  Modified Flesh Golem: HD 8; HP 40; AC 9[10]; Atk 
  2 fists (2d8); Move 8; Save 8; AL N; CL/XP 12/2000; 
  Special: +1 or better magic weapons to hit, healed by 
  lightning, immune to most spells, mind blast (3/day, 2d6 
  damage, save for half), slowed by fire and cold, spell-like 
  abilities. (Monstrosities 219)
   Spell-like abilities: 1/day—confusion, feeblemind.
   I-9. lIBrAry
   I-9. lIBrAry
  This long room is ringed with bookcases that reach up to 
  the ceiling. A small table with a single chair set before it 
  stands in the center of the room.
  While Arfaleo amassed great wealth and a small hoard of magic 
  items, he considered this library his greatest treasure. The volumes 
  here were collected from across the multiverse and cover almost 
  every topic imaginable in at least a cursory manner. 
   I-10. the throne of ArfAleo
   I-10. the throne of ArfAleo
  As you open the door to this chamber, a gentle, hot 
  breeze caresses your face. Beyond stands a room forged 
  from pure silver. The walls, ceilings, and floor shine with a 
  metallic glint. Pure, unearthly white light illuminates this 
  chamber, though you see no visible light source. Directly 
  to your right, a pool of clear water occupies the southeast 
  corner of this room. Across from the pool, a white hot 
  inferno rages in the northeast corner, yet you feel no heat 
  from it. From your vantage point, it appears that the room 
  opens up around a corner to the northwest.
  This U-shaped chamber hosts Arfaleo’s seat of power. Arfaleo’s 
  magnificent throne stands around the corner from the door to this 
  room. To the west of the throne stands a massive block of mithril, 
  while a small vortex of dust and air twists in the southwest corner. 
  Each corner bears a gift from an elemental prince that provides 
  raw magical power to sustain the menagerie. While the effects look 
  fascinating, they are insubstantial to the touch.
  Xayerez spends most of his time here, using the throne to monitor 
  his realm. As the party penetrates his lair, he watches with rapt 
  attention as his minions move to defend his home. At his heart, the 
  lich is a coward and a bully, but he waits here hoping that his flunkies 
  defeat the heroes. If the party opens the door to this chamber after 
  defeating his enemies, he immediately uses the throne to teleport to 
  Area I-6 where he hopes to ambush and destroy the party. 
  If Fellorin is with the party, he is a valuable asset in the maze. He 
  is very familiar with Xayerez’s scent and can unfailingly lead the 
  characters toward him. Xayerez is enraged by his creation’s betrayal 
  and ignores the party in an effort to slay the pathetic creature. When 
  Fellorin is dead, the lich focuses on the characters.
  If any Lawful character sits upon the throne, a secret compartment 
  set into the floor before the throne slides open. Contained within this 
  cavity is a small store of items that Arfaleo kept as an emergency 
  reserve for his use against attackers. Within this long-forgotten cache 
  are a cloak of displacement, a robe of blending, a wand of magic 
  missiles (37 charges), and Winter’s Thunder, a +2 freezing bastard 
  sword. Besides these magical items, 10 diamonds worth 400 gp each 
  are stashed in a silk bag tucked beneath these items.
  Xayerez, Lich: HD 14; HP 101; AC 0[19]; Atk strike (1d10 
  + paralysis) or staff of striking (2d6+8); Move 6; Save 3; 
  AL C; CL/XP 17/3500; Special: terrifying appearance 
  (up to 4HD creatures flee as fear spell), paralysis (no 
  save), spells (4/3/2/1). (Monstrosities 294)
   Note: Xayerez’s spells are half normal because of his 
  failed transformation into a lich.
   Spells: 1st—charm person, detect magic, magic missile, 
  sleep; 2nd—darkness 15ft radius, ESP, phantasmal force; 
  3rd—fly, lightning bolt; 4th—dimension door.
   Equipment: amulet against scrying, girdle of giant 
  strength, staff of striking, gem of seeing.  
  Full details on Arfaleo’s throne, including its powers and 
  capacities, appear in Appendix B.
  
  appendix a: new MonsTers 
  appendix a: new MonsTers |25
  |25
  dArk creeper
  dArk creeper
  Hit Dice: 1+1
  Armor Class: 7[12]; 0[19] in darkness
  Attacks: dagger (1d4+poison)
  Saving Throw: 17
  Special: create special darkness, death-flash, level 4 thief.
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d100
  Challenge Level/XP: 3/60
  Dark creepers are humanoids that stand just under 4 feet tall, 
  always swathed in heavy, dark cloaks and wrappings. Their flesh 
  is pale and moist, and their eyes are milky white. Dark creepers 
  exude a foul stench of sweat and spoiled food, owing primarily to 
  the fact that they never take off their clothing—instead piling on 
  new layers when the outermost one grows too ragged.
  Dark creepers lurk in the black places deep below the surface 
  of the world, venturing forth at night or into neighboring societies 
  when the urge to steal and cause mayhem grows too great to resist. 
  Endless layers of filthy, moldering black cloth shroud these small 
  creatures, leading some to believe that the creature inside is smaller 
  still. Usually encountered in groups, dark creepers flee from bright 
  light, but are quite brave in the dark.
  For all the mayhem and trouble a pack of dark creepers can 
  cause, this is nothing compared to the dangers a tribe led by the 
  taller, even more sinister dark stalkers represents. Dark creepers 
  treat their tall, lithe masters almost like gods, presenting them with 
  offerings and obeying their every whim. Invariably, several dark 
  stalkers serve as leaders to dark creeper tribes, with all of the tribe’s 
  heavy work and labor falling on the diminutive shoulders of the 
  creepers, freeing the dark stalkers for their own decadent pleasures. 
  Yet the dark creepers themselves see no inherent imbalance in this 
  arrangement—to a dark creeper, a life in the servitude of a dark 
  stalker is a life fulfilled.
  Dark creepers use daggers in combat, coating them with the 
  poison called black smear. Black smear poison (unless a saving 
  throw is made) reduces the victim’s strength by 1d2 points per 
  round for 2d6-1 rounds. If the victim’s strength is reduced to 0, the 
  victim dies. If the victim survives, the points of strength will return 
  in 1d6 hours. The poison on a blade is used up when the weapon 
  hits.
  Dark creepers (and dark stalkers) are able to employ magic 
  to create a very deep darkness, much more potent than ordinary 
  darkness/light spells. This deeper darkness has a radius of 50ft, 
  and several effects: (1) all normal light sources in the radius of 
  effect are not only extinguished, but cannot be relit for a period of 
  one hour; (2) all magical light sources must make a saving throw 
  or be extinguished for a period of one hour; (3) darkvision will not 
  penetrate the 50ft radius area around the object
  upon which the deeper darkness has been cast. Magical light 
  sources that are not extinguished by the spell are able to function 
  within the deeper darkness, but convey a range of vision no greater 
  than 30ft.
  When a dark creeper is slain, its body combusts in a flash of 
  bright white light, leaving its gear in a heap on the ground. All 
  creatures within a 10-foot burst must make a saving throw or be 
  blinded for 1d6 rounds. Other dark creepers within 10 feet are 
  automatically blinded for at least 1 round.
  ghoul, crIMson
  ghoul, crIMson
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: 2 claws (1d3) and 1 bite (1d6)
  Saving Throw: 13
  Special: Half damage from non-magic weapons, +1 save vs.
  spells, paralysis
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d6
  Challenge Level/XP: 6/400
  Crimson ghouls are created by strange and terrible magical 
  procedures worked by necromancers upon a normal ghoul. They 
  are not ordinarily found in the wild, as regular ghouls are, although 
  from time to time a pack of crimson ghouls might outlive or escape 
  from their masters. In this case, the crimson ghouls will be found 
  in the same sorts of desolate or cursed spots as normal ghouls, 
  even competing with them for the horrid, charnel foods they 
  crave. As with normal ghouls, the touch of a crimson ghoul causes 
  paralysis for 3d6 turns unless the victim makes a saving throw. As 
  one might expect from the name, crimson ghouls have hides the 
  color of blood. They otherwise resemble normal ghouls, although 
  they are stronger and have a more powerful bite. In addition 
  to the skin color and a more robust physical frame than their 
  ghoulish brethren, crimson ghouls have another signal distinction 
  from a normal ghoul, which is that normal weapons only inflict 
  half damage against them. Magical weapons inflict full damage. 
  Moreover, crimson ghouls are somewhat resistant to spells: they 
  gain a +1 bonus on saving throws against any spell. As with most 
  undead, they are immune to sleep spells, but they can be affected 
  by a charm person or a charm monster spell (although the duration 
  of the charm is extremely short, not lasting more than 1d6 rounds). 
  This strange vulnerability seems to be the result of the necromantic 
  procedures by which they are prepared, a by-product of being 
  created as loyal servants to their necromantic masters.
  — Author: Matt Finch
  gIAnt scorpIon
  gIAnt scorpIon
  Hit Dice: 6
  Armor Class: 3 [16]
  Attacks: 2 pincers (1d10) and sting (1d4 + poison)
  Saving Throw: 11
  Special: Lethal poison sting
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level/XP: 7/600
  Giant scorpions are the size of a human being, and they are very 
  aggressive.
  AppendIx A: new Monsters
  AppendIx A: new Monsters
  
  26| The LosT Menagerie
  26| The LosT Menagerie
  troglodyte
  troglodyte
  Hit Dice: 2
  Armor Class: 4 [15]
  Attacks: 2 claws (1d3), bite (1d4+1) or by weapon with
  shield (1d8)
  Saving Throw: 16
  Special: Stench, chameleon skin
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d10 or 1d10x10
  Challenge Level/XP: 3/60
  Troglodytes are subterranean reptile-people. In battle, they emit 
  a horrible smell that weakens most other races. Failing a saving 
  throw against the smell causes the victim to lose 1 point of strength 
  per round for 1d6 rounds, with the loss persisting for another 10 
  rounds thereafter.
  Troglodyte skin is slightly chameleon-like, which allows 
  them to mount very effective ambushes. Troglodytes despise the 
  civilized races and seek to annihilate them, but different clans do 
  not ordinarily work well together. Troglodyte bands are often led 
  by strong specimens, which can be 3 or 4 hit dice monsters.
  tyrAnnosAurus
  tyrAnnosAurus
  Hit Dice: 18
  Armor Class: 5 [14]
  Attacks: 1 bite (5d8) and 1 leg (1d10)
  Saving Throw: 3
  Special: Chew
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1d2
  Challenge Level/XP: 19/4,100
  Tyrannosaurus is a deadly carnivorous dinosaur, walking on two 
  legs and attacking with a massively powerful bite. When it bites 
  prey, it grabs the victim in its jaws, shaking and chewing for 3d8 
  points of automatic damage in subsequent rounds. It can inflict 
  such damage even against opponents as large as a brontosaurus. 
  Only creatures with shells, bone frills, or spines can avoid 
  the horrendous tearing damage a tyrannosaur can inflict (e.g., 
  triceratops, stegosaurus, ankylosaurus).
  Note: the Tyrannosaurus encountered in this adventure is a 
  juvenile with only 13 Hit Dice and with reduced hit points because 
  it is wounded.
  velocIrAptor
  velocIrAptor
  Hit Dice: 3
  Armor Class: 5[14]
  Attacks: 2 claws (1d3), bite (2d4)
  Saving Throw: 14
  Special: Pack hunter
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1, 1d4+1, 3d6
  Challenge Level: 3/60
  A velociraptor is a vicious bipedal dinosaur averaging about six 
  feet long and weighing approximately 100 pounds. The dinosaur 
  attacks with two vicious claws and a deadly bite. Velociraptors are 
  highly intelligent and often work together in packs to bring down 
  larger prey. Velociraptors working together receive a +1 to-hit bonus.
  Velociraptor: HD 3; AC 5[14]; Atk 2 claws (1d3), bite 
  (2d4); Move 12; Save 14; AL N; CL/XP 3/60; Special: 
  pack hunter (+1 to-hit bonus when working with another 
  velociraptor). (see Appendix A: New Monsters)
  
  appendices B & c 
  appendices B & c |27
  |27
  AppendIx B:  
  AppendIx B:  
  new MAgIcAl IteMs
  new MAgIcAl IteMs
  unusuAl weApon
  unusuAl weApon
  JAvelIn of lIghtnIng
  JAvelIn of lIghtnIng
  This black and silver javelin crackles with electricity when thrown 
  at a target. If the wielder makes a successful to-hit roll, the javelin 
  turns into a lightning bolt that travels in a straight line toward the 
  target. Any creature in the path (including the original target) takes 
  4d6 points of damage from the bolt unless they make a saving 
  throw for half damage. If the attack misses, the lightning damage is 
  expended harmlessly. The javelin can be used in this fashion once 
  per day, although it can still be used as a normal javelin during this 
  time.
  the ArtIfActs of ArfAleo
  the ArtIfActs of ArfAleo
  Arfaleo left two artifacts behind in the menagerie, his throne of the 
  menagerie and his vat of life sculpting.
  throne of the MenAgerIe
  throne of the MenAgerIe
  This tall, bejeweled throne is built into the wall and floor 
  of Arfaleo’s fortress. Forged from purest elemental silver, the 
  throne was designed to allow Arfaleo to keep close watch over 
  his menagerie. The throne allows anyone who sits upon it to use 
  clairaudience and clairvoyance on any point in the menagerie at 
  will as per the spell with one exception. When viewing areas via the 
  throne, the user peers into them with the benefits of darkvision (60 
  feet). The throne also features a small bank of jeweled buttons on its 
  right armrest. These buttons allow the user to open and close the gate 
  at Area A-1 (though this button no longer works) and to control the 
  vat of life sculpting.
  vAt of lIfe sculptIng
  vAt of lIfe sculptIng
  Much of Arfaleo’s research revolved around the creation and 
  development of life. His vat is the pinnacle of this research. Whoever 
  controls the throne of the menagerie may command the vat to grow 
  and develop creatures. Each creature takes one week to form per HD, 
  and no more than a total of 10 HD worth of creatures may incubate 
  in the vat at any one time. The Referee should judge whether to 
  allow various creatures, with most being animals or beasts.  
  The vat may also be used to create enhanced creatures. The 
  following table summarizes the capabilities that may be assigned to 
  a creature and the cost for each. In addition, the vat’s user must make 
  a saving throw with a –5 penalty the first time he attempts to create 
  a particular type of creature or any time he tries to imbue a specific 
  race with a random ability. On a success, the vat creates the creature 
  without error. On a failure, roll on the Vat Failure Table.
  Effect
  Cost
  Per HD of creature
  1,000 gp in materials
  +1 to hit or damage (+3 
  maximum)
  500 gp in materials per point
  Random ability (see below)
  5,000 gp
  Spellcasting ability
  10,000 gp in materials per level 
  (3rd-level maximum)
  Random abilities: You could allow any possible random ability 
  that the players can conceive of, as long as it doesn’t create a super-
  powered creature that might disrupt the game. Some suggestions 
  are a mental blast (1d6 points of damage), darkvision (60ft), 30-foot 
  leap, a spell-like ability (up to 3rd-level), or a breath weapon (1d4 
  points of damage per HD). A creature can gain only one random 
  ability. 
  Creatures arise from the vat fully developed and act is if under the 
  influence of a charm monster cast by whoever used the vat to create 
  them.
  vAt fAIlure tABle
  vAt fAIlure tABle
  d%
  Effect
  0–25
  The creature arises in a rage, attacking any living 
  creature it encounters until slain.
  26–40
  The creature’s brain is improperly formed, leaving 
  it in an incurable, vegetative state.
  41–60
  The creature arises in a partially-formed state. 
  Halve all its stats, its speed, and hit dice.
  61–80
  The creature collapses into a puddle of organs and 
  protoplasmic goo 2d4 days after arising from the 
  vat.
  81–97
  The creature dies in development, yielding only a 
  corpse when the vat expels it.
  98–100
  The creature arises fully formed but possesses a 
  diabolical mind. The creature schemes to slay its 
  creator, creating a facade of obedience to the vat’s 
  current owner.
  AppendIx c:  
  AppendIx c:  
  further Adventures
  further Adventures
  The menagerie of Arfaleo presents many adventuring opportunities 
  beyond those presented here. The following scenarios are meant to 
  inspire adventures and campaigns once the party overthrows the lich 
  Xayerez.
  The New Masters: If the characters choose to hold onto Arfaleo’s 
  fortress, they can begin a program of experiments with the vats 
  and may seek to clear out and conquer the entire menagerie. The 
  lizardfolk to the north of the menagerie may send an expeditionary 
  force to seize the place, and who knows what horrors may emerge 
  from the Under Realms to threaten the party’s new realm. Trolls and 
  worse stalk the depths in this region and may make an appearance.
  The Gate: An unholy gate to the lower planes is buried deep 
  beneath the necropolis. The Dukes of Hell have long considered 
  launching an invasion through this portal. If that plan goes into 
  action, the party may find themselves at the front lines of an invasion 
  by waves of lemures led by pit fiends and worse.
  The Return of the Master: After years of exploring distant realms, 
  Arfaleo decides to retire to his subterranean realms. Is this elf the real 
  Arfaleo or merely another imposter? Does the returning elf view the 
  party as allies or interfering intruders?
  The End: After centuries of existence, the powerful enchantments 
  that keep the menagerie functioning begin to fail. This may only 
  cause the gradual failure of the menagerie, as the ceiling “sun” 
  begins to fade and the lake and river dry up. On the other hand, the 
  magics that infuse this place may run rampant, potentially causing 
  a tremendous magical cataclysm that could destroy the lands above 
  the menagerie unless the party journeys to the elemental planes and 
  recruits the aid of the lords who helped construct this place.
  
  28| The LosT Menagerie
  28| The LosT Menagerie
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert 
  J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson. 
  Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed in this System Reference Document. 
  The Compendium can be found on the legal page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  Lost Menagerie © 2020, Necromancer Games; Author: Mike Mearls
  
  They say favors make the world go around, and it’s true 
  of the planes of existence beyond material reality as well. 
  In the distant past, the great wizard Arfaleo the Seeker 
  claimed favors from four mighty elemental lords to create a 
  self-contained world. The wizard populated his microcosm 
  with strange creatures, to monitor what changes might oc-
  cur to them over time, even bringing a small settlement of 
  humans into the interplanar cavern. Eventually, though, the 
  wizard’s interest in his experiment waned and he moved on, 
  leaving behind the bizarre anomaly he had created.
  Since this time, the microcosm has changed in many ways, 
  for it did not remain isolated from other planes of exis-
  tence. New creatures have made their way into the wizard’s 
  carefully-maintained experiment, and — there is no other 
  way to say it — things have gone very wrong.
  Lost Menagerie is a challenging adventure for characters of 
  7th to 9th level.
  Characters exploring the Lost Menagerie of Arfaelo will find 
  bizarre and unusual challenges in this adventure written 
  by Mike Mearles, the designer of Fifth Edition Dungeons & 
  Dragons.
  NECROMANCER
     Games
  TM
  Menagerie
  Lost
  Menagerie
  Menagerie
  Lost
  Lost
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Menagerie (SW).pdf