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  Adventure
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  THESDARKSROOKERY
  bySAndySSolberg
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  WillSbraveSadventurersSstopSaSmadmanSwieldingSfoulSsorcerySandScontrollingSterribleSmonsters?
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  1 
   
   
  LABYRINTH LORD 
  DUNGEON MODULE OC-2: 
  THE DARK ROOKERY 
  PART 1: INTRODUCTION 
  This module was designed to be run at OwlCon 34, which was 
  held at Rice University in Houston, Texas on February 6 
  through 8 in 2015.  Even though there was no specific ‘Old 
  School’ theme to this incarnation of OwlCon, the success 
  enjoyed by Dungeon Module OC-1 at OwlCon 33 strongly 
  indicated that creating a sequel would be useful.  The 
  Labyrinth Lord platform is ideal for creating rich, detailed 
  fantasy adventures within a throwback framework that doesn’t 
  overwhelm enjoyment of the game with a superabundance of 
  rules. 
  This adventure is free to a good home.  Feel welcome to 
  download it, share it with friends, print off or photocopy 
  portions of it for use in gameplay, and generally use/abuse it 
  to suit your roleplaying needs.  I ask only that you abide by 
  three rules.  First, share complete and unedited copies of this 
  adventure, with all attributions intact.  Second, do not profit 
  from this adventure – if you share it, do not sell it or barter 
  with it for something of value.  Third, if you enjoy this 
  adventure, please consider making a donation to the Houston 
  Food Bank.  The Houston Food Bank is a terrific charity; they 
  warehouse food products and distribute them to food pantries 
  and other charities that feed the hungry in the Houston area.  
  Thus far they have helped serve over fifty million meals to 
  people who are hungry, and they could use your support.  If 
  you can afford even a small donation, options for doing so can 
  be found here: 
  http://www.houstonfoodbank.org/donate/donate-money/ 
  If you plan to play in this module as a character, please stop 
  reading here.  The information in the rest of this module is for 
  your Dungeon Master (DM) so that he or she may guide you 
  and other players through the adventure.  Knowing the details 
  of this adventure will spoil the surprises and excitement of the 
  game for everyone concerned. 
  THE SCOPE OF THE MODULE 
  In the previous adventure in the series, this party explored a 
  ruined shrine and laboratory dedicated to owls.  They 
  befriended some owl-headed humanoids called Strigids, who 
  now inform the party of their generations-long struggle against 
  their rivals, the Tytonids.  The heroes agree to help the 
  Strigids throw down the Tytonid’s autocratic leader.  They 
  explore a dark underground environment to find artifacts that 
  will enable them to penetrate the Tytonids’ innermost sanctum 
  and defeat their insane ruler. 
  This module is designed for a party of five to seven characters 
  between 5th and 8th levels.  The average total levels of the 
  party should be 36.  If the players do not already have 
  characters, they can use the pre-generated characters at the 
  end of this module.  If the party is weak, NPC characters may 
  be used to bolster the strength of the group.  The DM may 
  also weaken, strengthen, or otherwise change the encounters 
  in the module to create a fair, balanced adventuring 
  experience. 
  This adventure is designed to be completed in a single six-hour 
  tournament slot, requiring industrious play and fast pacing.  It 
  may also be broken up into several sessions for casual play.  In 
  tournament action, the DM must keep events moving quickly, 
  holding the players to a minimum amount of downtime to rest 
  and recover spells.  Note that the module is set in an 
  underground wilderness area, and the few communities of 
  allies within reach offer little opportunity for upgrading 
  equipment or changing spells. 
  This module is part of an ongoing series of adventures.  The 
  introductory adventure, dungeon module OC-1: A Parliament 
  of Owls, should ideally be played before this adventure. The 
  events and background of this module lead directly into three 
  subsequent dungeon modules named OC-3: Tomb of the 
  Feathered Mage, OC-4: Warrens of the Night-Hunters, and 
  OC-5: A Screech From Beyond. A successful party may wish 
  to continue adventuring in these locations. 
  NOTES FOR THE DUNGEON MASTER 
  This module, The Dark Rookery, is a dungeon adventure in 
  twelve parts. 
  Part 1 is an introduction that outlines the adventure and gives 
  the DM background information. 
  Part 2 describes the underground wilderness area that the 
  party must traverse over the course of the adventure. 
  Part 3 details specific encounter areas within the rookery that 
  are likely to be explored by the party. 
  Part 4 details Athena, the Tytonid city that the party must 
  infiltrate to achieve final victory. 
  
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  Part 5 provides random encounter tables for the underground 
  wilderness area described in this adventure. 
  Part 6 describes what lies beyond this adventure, in Dungeon 
  Module OC-3: Tomb of the Feathered Mage, OC-4: 
  Warrens of the Night-Hunters, and OC-5: A Screech 
  From Beyond. 
  Part 7 outlines new monsters used in this module. 
  Part 8 provides pre-generated player characters, should 
  players need them.  They can also be used as NPCs. 
  Part 9 is a tabulation of all combatants found in keyed areas of 
  the adventure.  This can be useful to keep handy 
  during gameplay to avoid flipping between pages 
  during combats. 
  Part 10 supplies the maps detailing the keyed areas of the 
  adventure. 
  Part 11 is a listing of individuals to be credited and thanked. 
  Part 12 is an accounting of this product’s Open Gaming 
  License. 
  Before beginning the adventure, please read the module 
  thoroughly to become familiar with all encounters and areas.  
  The DM’s Background explains the history of adventure.  The 
  Players’ Background should be read to the players before the 
  adventure begins.  In the Encounter Keys, the encounter 
  number matches the location of the encounter on the maps.  
  The boxed encounter information can be read aloud to the 
  players at the right time.  The DM must decide how much of 
  the rest of the information should be told to players and how 
  much should be kept secret.  The DM may also add more 
  details as desired, such as room dimensions, smells, sounds, 
  tastes, feelings of hot and cold, and so on.  Plan how monsters 
  will react if the party does nothing; this is especially important 
  for intelligent monsters. 
  Many of the monsters in this module are found in the rule 
  book for Labyrinth Lord, Revised Edition (Fourth Release), 
  September 2009, as published by Goblinoid Games.  As of 
  the writing of this adventure, a free PDF of the full rules, 
  without artwork, is available at www.goblinoidgames.com; 
  PDFs or hard copies of the rules with artwork can be 
  purchased at the same site.  Complete information will be 
  given for any new monsters.  When monsters or non-player 
  characters (NPCs) are described in the text, their details will be 
  listed in the following order: 
  Name (Armor Class; Hit Dice or Class/Level; hit points; 
  Movement per round; Number of Attacks per 
  round; Damage per attack; Save as Class and Level; 
  Morale; and Alignment) 
  Armor Class = AC; Hit Dice = HD; Cleric = C, Dwarf = D, Elf 
  = E, Fighter = F, Halfling = H, Magic-User = M, Thief = T; 
  Level = a number; hit points = hp; Movement = MV; Number 
  of Attacks = #AT; Damage = D; Save = Save; Morale = ML; 
  Alignment = AL; Copper Pieces = CP; Silver Pieces = SP; 
  Electrum Pieces = EP; Gold Pieces = GP; Platinium Pieces = 
  PP. 
  Class/Level is used for NPCs, while Hit Dice is used for all 
  other monsters.  The first Movement number listed is the 
  distance that monster can move in a single round if it takes no 
  other action; the following number in parentheses is the 
  distance the monster can move and also act that round. 
  The DM should always give the players characters a 
  reasonable chance for survival.  The emphasis is on 
  “reasonable.”  Although there should be a chance that an 
  unlucky or foolhardy character will die, give the party the 
  benefit of the doubt whenever possible.  Everyone should co-
  operate to make the adventure as much fun as possible. 
  Sometimes a new player will want to join the party, or a player 
  will want to replace a character that has been killed.  The DM 
  can always treat new characters as wandering adventurers 
  exploring the above-ground wilderness area who venture down 
  through the Parliament and wish to join forces.  Characters 
  could also have been members of the ill-fated expedition down 
  the bat chimney, which is described later in the module. 
  DM’s Background 
  THE FOUNDING OF THE ROOKERY 
  150 years ago, the great wizard Ornovael came to the region 
  of wilderness north of the Guldspur River.  His goal was to 
  find a place of refuge far from the prying eyes of civilization – 
  a place where he could engage in those two categories of 
  magical research that interested him most.  Ornovael’s 
  devotion to birds and avian life was viewed by fellow magic-
  users as a mere eccentricity, but his curious passion for 
  improving on life-forms by blending their attributes aroused 
  disgust and hatred in all too many of his peers. 
  Ornovael found what he was looking for.  Searching through 
  the many natural caves below the mountainous region, the 
  wizard found a sinkhole that dropped many feet before 
  opening up into a cavern of unimaginable size.  The ceiling 
  arched many hundreds of yards overhead, while the longest 
  dimension of the great vault stretched miles from end to end.  
  Numerous streams watered the place, and fungal and animal 
  life was abundant. 
  Ornovael realized the potential of this huge cavern.  Properly 
  modified and repopulated, it could represent a closed 
  ecosystem and laboratory for Ornovael’s experiments in the 
  modification of avian life.  In this place he could study the 
  properties of his creations and mutations as they lived free 
  lives in the wilderness – all without threat of discovery, and 
  
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  without the risk that any of his less successful creations would 
  escape to wreak havoc on the surface world.  He named the 
  place his Dark Rookery – the place where eggs would be 
  hatched, both literally and figuratively.  Ornovael rolled up his 
  sleeves and set to work. 
  The wizard’s first challenge was to secure the place from the 
  world of civilization.  Ornovael used powerful magics to carve 
  out the stone around the sinkhole and create a fortified shrine 
  – a strongpoint he could use to restrict the movement of 
  surface-worlders in, or rookery-dwellers out.  He named this 
  structure his Parliament, and it became his first base of 
  operations.  Next, Ornovael bent his attention to creating a 
  pool of servants.  He made two sub-species of owl-headed 
  humanoids to assist him – the Tytonids, hungry for lore and 
  talented in magic, and the Strigids, resourceful and hard-
  working laborers and craftsmen.  With cadres of loyal owl-men 
  prepared to follow his every order, Ornovael was ready to 
  tackle the Dark Rookery proper. 
  The first challenge in making the enormous cavern ready for 
  his labors was evicting its original inhabitants.  A number of 
  monsters had taken up residency in the fertile vault, especially 
  a large extended tribe of hobgoblins for which the Dark 
  Rookery represented holy ground.  These residents had no 
  intention of abandoning their homeland, but Ornovael had no 
  interest in negotiation or threats.  The wizard set about 
  systematically eradicating all hostile life in the cavern, using 
  both magic and the strength at arms of his servants to kill or 
  drive away all who stood before them.  Eventually even the 
  numerous hobgoblins were forced to retreat, leaving behind 
  only a few structures and monuments to their civilization. 
  Once the squatters in his Dark Rookery had been removed, 
  Ornovael had most of the tunnels connecting to the cavern 
  blocked up.  The rugged terrain of the cavern floor was 
  sculpted to make it more open and wide-ranging.  The 
  principal stream running through the vault was dammed, 
  leading to the formation of a modestly sized lake.  Roads and 
  bridges were built, useful forms of fungus were cultivated, and 
  fortifications and even a small city were raised for the use of 
  Ornovael and his servants.  Ornovael even created a massive 
  new life-form, a huge glowing fungal monstrosity that clung to 
  the roof of the Dark Rookery and modulated its illumination to 
  simulate the night/day cycle of the surface world. 
  These labors complete, Ornovael and his owl-men assistants 
  rejoiced at the underground wonderland they had made.  The 
  Dark Rookery had become the ideal place for their magical 
  researches to be performed.  Under Ornovael’s direction, the 
  Tytonids and Strigids hatched many new life-forms and 
  allowed them to roam freely through the vault.  Some of them 
  died out, but others thrived and became part of a stable 
  ecosystem that never saw the light of day. 
  Ornovael’s studies continued for many decades.  The wizard’s 
  power was great, but not so great as to defy mortality; as he 
  grew older, Ornovael saw that he would need to take steps to 
  ensure the continuation of his creations and their research.  
  He elevated his chief apprentice, Shazzek-Ra, to the position 
  of Leader of Birds, and charged him with maintaining the 
  Dark Rookery and furthering the work that he had begun.  
  Shazzek-Ra, a wise and humble owl-man, took up the mantle 
  Ornovael had given him and ruled his realm well.  Ornovael 
  slipped away one day, not telling his servants where he was 
  going, but he left them with an established chain of command.  
  The culture of the owl-men continued on, and their magical 
  labors continued as well. 
  But there was one Tytonid who was discontented with the new 
  order.  Haffek-Du, a magic-user second only to Shazzek-Ra in 
  power, felt that he had been overlooked when Ornovael 
  assigned responsibility.  Furthermore, he felt that Ornovael’s 
  research into creating newer, better owl-based life forms had 
  to have a larger purpose beyond mere academic curiosity.  
  What good is the creation of perfect avian-kind, he thought, if 
  not to prove their perfection?  And what better way to do so, 
  determined Haffek-Du, than by waging war on the surface 
  world that Ornovael had abandoned, and conquering all lands 
  above and below ground in the name of owl-kind? 
  Haffek-Du conspired with a few of his fellow apprentices to 
  plot Shazzek-Ra’s downfall.  They poisoned the Leader of 
  Birds, making it appear that some kind of curse from an 
  unknown source had struck down their ruler.  After 
  an”‘investigation”, Haffek-Du revealed that sinister forces from 
  the surface world, jealous of the owl-men’s many 
  achievements, had killed Shazzek-Ra with the benefit of some 
  inside help – all rivals to Haffek-Du’s power.  These 
  unfortunate Tytonids were summarily executed, leaving 
  nobody to oppose Haffek-Du’s ascent to the Golden Nest. 
  The owl-man culture was shocked, but after a lavish state 
  burial for Shazzek-Ra, Tytonids and Strigids alike agreed that 
  Haffek-Du must become the new Leader of Birds.  Haffek-Du 
  took command of the Tower of Tytonid Lore and all the 
  magical workings that Ornovael had carefully turned over to 
  Shazzek-Ra.  He discovered to his dismay that there were 
  some aspects of Ornovael’s magical lore that had been taught 
  to Shazzek-Ra but had not yet been handed down to others; 
  these secrets were now lost and could not be recovered.  
  Haffek-Du covered up his deficiencies in operating the magical 
  workings of Ornovael, however, and began his campaign to 
  gear up the Dark Rookery for war on the surface world. 
  Haffek-Du was successful in convincing most of the Tytonids 
  that the surface threat was real and must be opposed by force.  
  He was less successful with the Strigids, however.  Chitti-Zurr, 
  leader of the Strigids, was an ardent believer in the use of 
  
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  Ornovael’s studies and fusion techniques only for peaceful 
  purposes, and she openly doubted the evidence that Haffek-
  Du brought to support his claims.  Haffek-Du felt Chitti-Zurr 
  must be silenced and called for her arrest, but Strigids 
  smuggled her out of the City of Athena and into the 
  countryside.  Haffek-Du declared Chitti-Zurr a traitor to 
  Ornovael’s memory, but Strigid opinion turned against him, 
  and a schism formed between the two types of owl-men.  In 
  no time a civil war erupted in the Dark Rookery; the Tytonids 
  had magical power at their disposal, and command over the 
  owl-creations as well, but the Strigids knew the countryside 
  and had more talent in the mundane arts of war. 
  The current state of affairs in the Dark Rookery is anything but 
  stable.  The Strigids scratch out a difficult existence in the 
  rough, often dangerous corners of the vault.  Meanwhile, the 
  Tytonids continue their experiments and preparations for war, 
  but without the help of the worldly Strigids, the infrastructure 
  of their city is beginning to break down.  The previously well-
  cultivated and controlled Dark Rookery is reverting to 
  wilderness, with volunteer monsters creeping back into the 
  vault, and even the hobgoblins have sensed weakness and are 
  pondering a foray back into their old holy lands.  The Strigids 
  and Tytonids have fought each other to a standstill, but it is 
  only a matter of time before Haffek-Du finalizes his plans to 
  break out onto the surface world and begin its conquest. 
  Players’ Background 
  Your adventuring band set out several weeks ago in search of 
  strange owl-headed monsters who were terrorizing the 
  farmsteads on the edge of the Hoarwood.  You tracked the 
  creatures to their lair – a ruined shrine at the foot of a 
  mountain.  The owl bears were put to the sword, but you 
  discovered that the shrine concealed a network of rooms and 
  corridors extending deep underground. 
  Exploring deeper inside the complex, you and your 
  companions found a warren abandoned and fallen to ruin long 
  ago, but now inhabited by a wide variety of strange and hostile 
  creature, many of which seemed to combine the features of 
  owls and other beasts into horrifying hybrids.  The lowest level 
  of the dungeon had become a battlefield for two races of 
  intelligent, owl-headed humanoids.  Your party allied with the 
  Strigids, who parlayed in good faith, against their enemies, the 
  Tytonids, who proved to be both xenophobic and skilled with 
  magic.  Your side prevailed; none of the Tytonids escaped. 
  That was a fortnight ago.  Since then you have camped with 
  the Strigids, learning their language and customs, and 
  discovering more about this shrine and what lies beyond it.  
  The leader of the owl-men is Ippip-Yee, a young but skilled 
  warrior, and he is eager to explain to you all about this place 
  that his people call the Parliament. 
  “Beyond those doors,” explains Ippip-Yee, pointing to a 
  barred portal on the lowest level of the shrine, “lies the Dark 
  Rookery.  It is our home – a vast underground cavern and 
  wilderness.  Our lord and master, Ornovael, brought both 
  Strigids and Tytonids to this place.  He was a wizard from the 
  surface world, but he abandoned that to create a place where 
  all owl-kind could live in peace.” 
  “Unfortunately,” Ippip-Yee continued sourly, “Ornovael is 
  gone, and a wicked apprentice has seized power.  He means 
  to make war on the surface world, and the Tytonids follow 
  him, although we Strigids do not.  This was why we fought 
  over Parliament; it is the one sure way to reach the world 
  above, and a way that Tytonids could use to unleash owl-fused 
  hybrids on the surface.  We Strigids could not countenance 
  such an abuse of the lore that blessed Ornovael has taught us!” 
  “But it is surely only a matter of time before the Tytonids find 
  another way to reach the sunlit lands,” says Ippip-Yee.  “If you 
  surface-worlders would avoid an invasion from below, I suggest 
  you make an alliance with our Strigid leaders.  Will you travel 
  through the Dark Rookery to our cliff-village and seek 
  common cause with our chief?” 
  Ippip-Yee knows all the information listed above in The 
  Founding of the Rookery, except that Haffek-Du poisoned 
  Shazzek-Ra.  He will share what he knows with the player 
  characters, but he is a warrior and not a historian; he must be 
  asked leading questions to open up. 
  Ippip-Yee has been assigned the duty of taking and holding 
  Parliament.  He is therefore not at liberty to abandon his post 
  to guide the party to the Strigid village.  However, he is willing 
  to assign his youngest fighter, Wylar-Hu, to accompany the 
  adventurers.  He will also give the party a message, a scroll 
  made out in the language of owl-men, that will serve as an 
  introduction to Chitti-Zurr on his behalf. 
  Wylar-Hu (AC 7; HD 1+1; hp 6; MV 120’(40’); #AT 1; D 
  1d6 (spear) or 1d6 (short bow); Save F1; ML 9; AL L) is a 
  brave young Strigid.  He knows the basics of life in the Dark 
  Rookery, including typical hazards to be found there, and he 
  knows that the cliff-village lies on the western edge of the main 
  cavern.  He is not a pathfinder, however, and he leaves it to 
  the party to choose the specific way there.  He will take basic 
  instructions and will even fight, but will not follow foolish or 
  suicidal orders.  Wylar-Hu does have the ability to distinguish 
  edible fungi from unpalatable sorts and can help forage. 
  Ippip-Yee has little in the way of supplies to share with the 
  party.  He can offer no reward to the party for undertaking 
  this diplomatic mission, but he thinks that Chitti-Zurr might be 
  able to make such a promise if the party allies itself with the 
  Strigids.
  
  5 
   
  PART 2: INTO THE ROOKERY 
  The Dark Rookery is a single enormous cavern situated below 
  the mountains north of the Hoarwood.  It was originally 
  formed by the action of moving water dissolving limestone.  
  This formed a linked series of large vaults, which became an 
  environment for lifeforms adapted to life underground.  Later, 
  when the hobgoblins claimed the area, they expanded the 
  caverns and removed as much stone as they could, creating 
  the gargantuan void it is today, and using great cunning and 
  stonecraft to allow the broad spans of unsupported roof to 
  remain intact despite even the worst of earth tremors. 
  The Dark Rookery measures over four miles from east to west, 
  and at its widest point is more than two and a half miles from 
  north to south.  The floor is not uniform in level, but drops in 
  a series of escarpments that can be as high as one hundred 
  feet tall.  The roof arches overhead, and ranges from two 
  hundred feet above the ground around the edges to more than 
  one thousand feet above grade at its highest point.   
  The walls of the cavern become rugged and quite steep rapidly 
  once the edge is reached, but the slope at grade is usually quite 
  gentle.  Very little of the ground is bare rock; over time, the 
  lush growths of fungi and lichens have broken down much of 
  the native stone into a thick topsoil, making the ground 
  underfoot somewhat spongy in lowland areas.  The Dark 
  Rookery is criss-crossed by a series of streams and rivers which 
  originate from springs and cracks in the walls; these range in 
  size from a mere trickle to rapid torrents dozens of feet in 
  width. 
  When Ornovael found the cavern, it was pitch black save for 
  the bioluminescence of some of the fungi, or any light brought 
  by outsiders.  This changed when the mage created the 
  Sunslug, a vast lifeform bringing day to the darkness. 
  THE SUNSLUG 
  The Sunslug is a magically created living creature whose scale 
  defies comprehension. Its closest analog is a starfish; it clings 
  to the roof of the Dark Rookery with five enormous tentacles 
  studded with uncountable suckers and feelers. However, the 
  Sunslug is actually fungal in composition.  The body of the 
  Sunslug is over a mile across, but each of its long arms reach 
  across the roof of the Rookery, extending into the various 
  nooks and crannies of the cavern. 
  The Sunslug glows with a pale yellowish light on a diurnal 
  cycle.  For twelve hours it sheds light equivalent to an overcast 
  winter day on the surface; at its brightest, the Sunslug does not 
  hurt the sensitive eyes of the underworld’s owl-hybrid 
  inhabitants.  At the end of this day-cycle, the Sunslug opens its 
  enormous maw, a vast diaphragm located above the Tytonid 
  city, and as its radiance fades, countless thousands of sunwings 
  (see Part 7) fly out.  The Sunslug dims to only a faint outline, 
  only visible if one looks for it in the right part of the “sky”, but 
  the sunwings glow with pinpoint brightness in the dark of the 
  night cycle, and fan out to form mobile constellations of 
  “stars” of many different colors.  The sunwings descend on the 
  cavern floor, dissolving and digesting organic matter, and at 
  the end of the night cycle they return to the Sunslug.  They fly 
  into its mouth where they are digested, providing the energy 
  for the “sun” to glow for another day. 
  LIFE IN THE DARK ROOKERY 
  The advent of the Sunslug brought light to spaces that had 
  never seen more illumination than the fires of the hobgoblins.  
  Plants, animals and fungal lifeforms living in the cavern had to 
  
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  adjust to this dramatic change. Many living things could not 
  adapt and died out.  Others fled, retreating through cracks and 
  tunnels into other areas of the underground world that are still 
  lightless.  But many sorts of living things were able to find a 
  niche in this new world and thrive.  Between these hardy 
  adaptations, and lifeforms that have been introduced from the 
  surface world or by Ornovael’s magic, the Dark Rookery is 
  once again teeming with life. 
  The Dark Rookery has many forests composed of fungi.  The 
  variety of fungal growth here is astounding; mushrooms and 
  toadstools and slimes grow in and around and through each 
  other, with a dizzying profusion of colors and textures.  The 
  tallest of fungal “trees” reach as high as twenty feet, spreading 
  canopies of gilled caps to shade the forest floor below.  These 
  forests often fill with mist during the day (see “Mistcaps” in 
  Part 7) and visibility ranges from 10’ to 60’ (1d6 x 10’).  
  Animals of all sorts inhabit these forests; birds, snakes and 
  lizards from the surface world live here, as well as small 
  mammals and livestock from Ornovael’s colonies that have 
  gone feral.  Other creatures native to the caves live here as 
  well – bats of all sizes, huge insects and millipedes, and other 
  stranger things that creep and crawl.  The fungal forests of the 
  Dark Rookery are beehives of activity and are alive with sound 
  and movement. 
  Refer to the Dark Rookery Map for numbered adventuring 
  areas.  Note that the map also has letters, which represent 
  locations of dangerous fungi in the forest areas.  At each letter 
  a random encounter involving a type of new fungal monster 
  *will* occur – M for Mistcaps, S for Smokehorns, T for 
  Twitchstalks, D for Deathshelves, G for Grapplewines and F 
  for Falsesteps.  Refer to Part 7 for more details regarding 
  these creatures.  Note that these monsters may also be 
  encountered randomly as indicated in the tables in Part 5. 
  Not all the areas of the caverns are so lushly forested; some 
  portions of the ground have too thin a layer of topsoil to 
  support so much growth.  These areas are generally covered 
  with “grassland” composed of lichens and fernlike fungi.  
  Nothing here grows taller than a human’s knee, and there is 
  little cover to hide behind.  In areas where drainage is poor, 
  swampland can form with fungal “reeds” growing up out of 
  brackish water.  There is life in these places too, but predators 
  abound, so dwellers in the open grassland must be speedy, 
  quiet, or quick to retreat into holes and burrows.  Encounters 
  here are first noted at 40’ to 240’ distances (4d6 x 10’). 
  The cavern is large enough, with sufficient sources of water 
  vapor, that it has its own weather system.  Fog frequently 
  forms at the bottom of the Rookery floor, supplemented by 
  Mistcap vapor generated during the day.  This fog tends to roll 
  up the sides of the cavern and form rain clouds that often drop 
  morning showers in the first few hours of the day.  There are 
  never lightning storms, and although temperatures in the Dark 
  Rookery may become cool at night, it is never cold enough for 
  snow or ice. 
  Overland movement is at normal rates in the open range areas 
  of the Dark Rookery.  Movement rates are halved in the fungal 
  forests, but hostile encounters are less common because the 
  party is harder to detect at distance.  Refer to Part 5 for 
  random encounter tables for these areas. 
  The entire Dark Rookery slopes gently downwards from west 
  to east; surface water general flows in this direction.  This 
  change in elevation is typically gradual; however, in several 
  locations around the cavern, steep escarpments ranging in 
  height from 50’ to 200’ break up the terrain.  Where roads 
  cross these cliffs, switchbacks have been painstakingly carved 
  out of the rock to allow smooth travel by foot.  In other areas 
  of the cave complex, steep footpaths and crude stairs dating 
  back to the time of the hobgoblins allow ascent without the 
  need to make a thief’s climb walls checks.  Climbing up or 
  down such a precipice requires a full hour for a typically 
  equipped adventuring party.
   
   
   
   
  
  7 
   
  PART 3: DARK ROOKERY ENCOUNTER AREAS 
  1. EXIT FROM PARLIAMENT 
  The great double-doors on the lowest level of Parliament grind 
  open, and a strange vista greets your eyes.  Although you 
  know very well that you must be deep underground, through 
  the doors you find yourself outside once more!  The sun is 
  shining, birds are singing, and a gentle breeze blows … 
  After a moment’s consideration, however, you realize your 
  first impression was mistaken.  You are indeed underground, 
  but you are in a vault whose size beggars the imagination.  
  You find yourself in the western end of the finger of an 
  enormous cavern; the walls rise to arch hundreds of feet above 
  your head, and further to the north and east, as the cave 
  opens up, the roof must be still further overhead.  It’s hard to 
  judge precisely, however, because the “sun” that shines 
  brightly in the sky is actually a narrow tendril of yellow 
  reaching across the roof from the largest bulk of the cavern. 
  A narrow stream emerges from an opening in the rock face 
  not far from the doors and runs off, gurgling, to the east. It 
  seems to parallel the remains of a cobblestone road, once tidy 
  but now surrendering to disrepair, that originates in a plaza 
  just outside Parliament and descends eastwards to parts 
  unknown.  The tumbled stones of the road are beginning to be 
  swallowed by grasses, although upon closer inspection these 
  “plants” are actually lichens and fungi, growing as abundantly 
  as plant life would in the grasslands of the world above.  Here 
  and there throughout this finger of the great cavern, mist-
  shrouded forests made of multicolored fungi can be seen – vast 
  toadstools many times taller than a man, fern-like fronds 
  growing in dense stands, stranded creepers strewn across 
  other fungal life forms.  The sounds of animals and insects fill 
  this underground fairyland. 
  Ippip-Yee joins you at the door.  “The Dark Rookery,” he says 
  with pride.  “This is the home that Ornovael made for us.  It is 
  a good place, but dangerous; do not let your guard down.”  
  He squints up at the strange sun overhead.  “Not particularly 
  dark at the moment,” he adds, “but wait until night.  Then you 
  shall see the true beauty of this place.” 
  Just outside the doors to Parliament stands a statue of a giant 
  owl.  It is 8’ tall and 3’ across, and is carved from a single 
  piece of granite.  The statue is faintly magical; it is an Owl 
  Stone, and its purpose and function are detailed in area 3. 
  Refer to the Dark Rookery map.  The corner of the Rookery 
  occupied by the lower door to Parliament used to be the main 
  entrance to Ornovael’s underground lair, but with the 
  departure of the wizard, this area became unused and the road 
  infrequently travelled.  No signs of recent habitation can be 
  found near Parliament, save for the footprints of the Strigid 
  and Tytonid warbands that recently travelled there, and the 
  occasional fire built and abandoned long ago by a Strigid 
  hunting party.   
  The party may travel on the road, but its poor upkeep makes 
  the rate of movement no better than it would be on open 
  ground.  This is true for sections of the road in other, more 
  travelled portions of the cavern as well; the Tytonids spend 
  little energy on maintenance. 
  Apart from random encounters, and any dangerous fungi 
  encounters the party may stumble across, no hazards stand 
  between them and the top of the overlook at area 2. 
  2. THE GREAT OVERLOOK 
  You have reached the edge of a steep cliff where Parliament’s 
  corner of the cavern opens up onto the largest mass of the 
  Dark Rookery.  The ground underfoot abruptly falls off, 
  dropping some two hundred feet to the floor of the Rookery 
  proper.  The cavern is breathtaking in size; it must be miles 
  across in every direction, and the roof at its peak must be a 
  thousand feet high! 
  The stream that has largely paralleled your course tumbles 
  over the cliff in a noisy waterfall before resuming its course 
  and joining with other streams and rivers below.  The road 
  that led from Parliament also descends the cliff by a very steep 
  and winding series of switchbacks.  Fungal “vines” hang down 
  the vertical faces of the cliff; bees buzz among them and 
  rodents can be seen climbing them expertly.   
  The tentacle-like sun overhead proves to be merely the arm of 
  an enormous starfish shape clinging to the roof of the cavern, 
  the entire thing glowing with a pale yellow light that makes it 
  difficult to look at directly.  Much of the floor of the Dark 
  Rookery is choked with thick fungal forest which seems to 
  produce a dense, fog-like mist; this makes seeing the details of 
  the terrain difficult.  However, there is plainly a large lake in 
  the middle of the cavern, held back by an enormous dam; 
  beyond the lake is what appears to be a fortified walled city. 
  Give the party a copy of the Dark Rookery Player Map.  They 
  should be free to mark on this or make notes as required 
  during their travels. 
  From the overlook, the party can see into every corner of the 
  Dark Rookery.  However, the fine details of what can be seen 
  are obscured by low-lying fog.  The dungeon master should 
  feel free to point out any features of the cavern that 
  particularly observant characters might spot; consider, 
  
  8 
   
  however, that the great distances involved should make some 
  details impossible to distinguish even under the best of 
  circumstances. 
  The party may travel along the road’s switchbacks to reach the 
  floor of the Rookery, or they may find their own path down; 
  either way, travel down the cliff is relatively safe. 
  3. CLIFF-DWELLINGS OF THE STRIGIDS 
  In this place a sizable waterfall drops from an opening three 
  hundred feet up on the wall of the cavern.  It splashes down 
  into a pool at the foot of the cliff, and a rapidly flowing river 
  proceeds from there deeper into the Dark Rookery. 
  Flanking the waterfall are a series of ledges clinging in tiers to 
  the steep sides of the sheer cave walls.  The lowest ledge is 
  some fifty feet above the floor of the Rookery, while the 
  highest is two hundred feet up.  Ladders seem to allow one to 
  climb from one ledge to the next, although no obvious means 
  are seen to climb to the lowest ledge.  A delicate rope bridge 
  spans the gap just in front of the waterfall, allowing one to 
  walk from one side to the other provided you are willing to 
  brave the heights, the tricky balancing, and the constant spray 
  from the water. 
  Fungal vines and creepers dangle down the cliff faces, but it is 
  obvious that these only partially conceal cave entrances that 
  open out onto the ledges.  Strigids can be seen standing guard 
  on the ledges with sturdy-looking ballistae on swivel-mounts at 
  the ready.  A few cooking fires can be seen at various points 
  along the ledges. 
  Before Haffek-Du came to power, Strigids and Tytonids lived 
  side-by-side in peace in the City of Athena, which is detailed 
  later in this adventure.  When Chitti-Zurr was forced to flee, 
  however, the bulk of the Strigid people came with her.  They 
  retreated to these cliffs, a place where Strigid hunting parties 
  had frequently made temporary encampments.  The caves in 
  the walls were enlarged to house the body of the Strigid 
  people.  The location is very defensible, and even the wizardry 
  of the Tytonids has not enabled a successful attack on the cliff-
  village.  These quarters are cruder than the Strigids would 
  prefer, but they must bide their time until conditions are right 
  for them to return to their home city. 
  Refer to the Strigid Cliff-Village map.  Two Strigid warriors 
  stand guard at each ladder location; most of the ladders are 
  fixed in place, but the one leading down from the lowest cliff is 
  a rope ladder that is only lowered if the correct password is 
  given in response to challenge – Strigids are all too familiar 
  with Tytonid illusions.  Two more Strigids stand at the ready at 
  each ballista emplacement.  Both Strigids are required to 
  reload the ballista but only one is needed to aim and fire; 
  ballista spears have a short/medium/long range of 
  150’/300’/450’ and do 2d8 hp damage with a successful hit. 
  If Wylar-Hu is with the party, he can give the correct password 
  and arrange for the rope ladder to be lowered; the guards are 
  suspicious but will take Wylar-Hu’s word that the party comes 
  in peace and has a message to deliver.  If no friendly Strigids 
  are with the party, convincing the guards to lower the ladder is 
  much more difficult; fancy negotiation or a clever ruse will be 
  necessary to gain entry.  Hostile acts by the party will be met 
  in kind, and once Strigids are injured by adventurers, it will be 
  very difficult to regain their trust. 
   
  Within the cliff-village are lettered encounter areas as follows: 
  A: Each cave of this sort serves as a barracks.  The entrance 
  opens onto a long communal burrow where many warriors lair 
  together.  There are 20 normal Strigid warriors here (AC 7; 
  HD 1+1; hp 6 each; MV 120’ (40’); #AT 1; D 1d6 (short 
  sword) or 1d6 (short bow); Save F1, ML 8, AL L) and a 
  sergeant (AC 7; HD 3; hp 15; MV 120’ (40’), #AT 1; 1d8+1 
  (axe) or 1d6 (short bow); Save F3; ML 10; AL L).  They reach 
  the cliff ledges in two rounds if they hear shouting.  Each 
  Strigid warrior has 1d4 lustrous cave pearls in a pouch that 
  they use for money; they are harvested by killing Sunwings 
  (see Part 7) and are worth approximately 1 GP in the Dark 
  Rookery in equivalent value.  Merchants on the surface world 
  will pay half that amount as the pearls are largely just 
  curiosities. 
  B: This is a branching burrow for multiple families.  Each cave 
  complex contains 5d6 noncombatant Strigids (AC 8; HD 1d4 
  hp, hp 3 each; MV 120’ (40’); #AT none; D none; Save F0; 
  ML 6; AL L) protected by 1d6 hunters and heads of families 
  (AC 7; HD 2; hp 9 each; MV 120’ (40’); #AT 1; 1d6+1 
  
  9 
   
  (spear); Save F2; ML 9; AL L).  Each head of family has 
  concealed a clay pot in their portion of the burrow; this 
  contains the family’s collected wealth: 2d8 cave pearls. 
  C: The lone cave opening off the highest ledge is reserved for 
  the use of the Strigid leadership.  Eight elite guards watch the 
  entrance (AC 7; HD 3; hp 15 each; MV 120’ (40’); #AT 1; D 
  1d8+1 (axe) or 1d6 (short bow); Save F3; ML 10; AL L) and 
  prevent unauthorized persons from entering the presence of 
  Chitti-Zurr, the Leader in Peace, and Oola-Rssz, the Leader in 
  War.  These are detailed in The Audience below.  The court of 
  the Strigid leaders is decorated with ropes of woven gold and 
  silver strands, worth 400 GP for the metal content alone; they 
  also have a single scepter made of bronze and set with ruby 
  and emerald chips (2,000 GP) that is held by whichever leader 
  speaks for the tribe, depending on whether the Strigids are at 
  peace or at war.  Behind the court are the sleeping quarters 
  for the two leaders, and in each room is a box containing 350 
  cave pearls.  Chitti-Zurr’s cache also contains 292 GP of 
  rather old minting.  The elite guards have 2d4 cave pearls. 
  D: This single large cave serves as a shrine to Ornovael, who 
  the Strigids worship as a god.  A statue of the wizard carved 
  from spongy fungal “wood” stands on a dais; bowls of 
  offerings are arranged at the feet of the statue, and these 
  contain bits of food, fungal “blossoms”, and 32 cave pearls.  
  Two Strigid priests tend this shrine (AC 7; HD 2; hp 9 each; 
  MV 120’ (40’); #AT 1; D 1d6+1 (mace); Save C2; ML 10; AL 
  L).  These priests cannot cast spells, nor do they carry any 
  treasure. 
  E: This disused cave has recently been taken over by a mated 
  pair of Graspers (see Part 7): (AC 7; HD 5; hp 32 and 25; MV 
  120’ (40’); #AT 1; D 1d8 + constrict; Save F4; ML 9; AL C) 
  who are causing considerable trouble for the Strigids on the 
  northern ledges.  The 10’ wide cave turns sharply north after 
  15’, and both Graspers are rooted just beyond that bend.  30’ 
  beyond is an old storage cavern filled with rubbish and the foul 
  leavings of the Graspers; concealed in the mess is a scattering 
  of 514 cave pearls, a Potion of Levitation, and a Spear +1.  
  The Strigids make no claim upon these items if the party finds 
  them. 
  F: Half-buried in the soil next to this stream, 100’ away from 
  the Strigid village, is an Owl Stone.  It is similar in form and 
  function to the statue found at area 1. 
  THE AUDIENCE 
  Read the following text aloud when the party is ushered into 
  the presence of Chitti-Zurr: 
   
  A short corridor from the ledge leads to a torchlit hall, where a 
  file of grim Strigid guards watch the party with a mixture of 
  suspicion and awe.  At the far end of this court, two chairs 
  woven from dried fungal matter stand upon a dais, and 
  unusual Strigids sit regally in them.  One is a broad, burly owl, 
  a curiosity in that he wears chain mail, and a bastard sword lies 
  naked on his lap.  The other is an elderly female, her feathers 
  bedraggled and sticking out at all angles, who peers at the 
  party through a very human pair of spectacles.  She wears a 
  robe of brightly colored feathers, and she holds a jeweled 
  scepter. 
  The message from Ippip-Yee is produced, and the two Strigids 
  on the thrones peer at it with interest.  When they are done 
  reading, the female owl stands and spreads her hands.  She 
  speaks in heavily accented Common: 
  “Greetings, and welcome,” she says. “Welcome, long-awaited 
  visitors from the sunlit lands.” 
  The two exceptional Strigids are Oola-Rssz, the Leader in 
  War, and Chitti-Zurr, the Leader in Peace.  Oola-Rssz (AC 3; 
  HD 7; hp 42; MV 120’ (40’); #AT 1; D 2d4+3 (bastard 
  sword); Save F7; ML 12; AL L) is a heavily scarred veteran of 
  many battles against the Tytonids, and before that against the 
  hobgoblin incursions into the Dark Rookery.  Oola-Rssz has a 
  Bastard Sword +1 and Chain Mail +2, as well as a Potion of 
  Giant Strength. He is too young to have known Ornovael, 
  however. 
  Chitti-Zurr not only knew Ornovael, but was one of the first 
  Strigids to have been raised from the egg by him; she is in fact 
  the last remaining of the owl-people not to have been birthed 
  by one of her own kind.  Chitti-Zurr learned to speak 
  Common from Ornovael, and although he went away when 
  she was only a fledgling, she came to revere him as a god.  
  Chitti-Zurr (AC 4; HD 5; hp 29; MV 60’(20’); #AT 1; D 1d6 
  (staff); Save C5; ML 12; AL L) has the spell casting ability of a 
  5th level cleric: 
  1st level: Cure Light Wounds, Remove Fear, Detect 
  Magic 
  2nd level: Bless, Silence 15’ Radius 
  3rd level: Dispel Magic 
  Chitti-Zurr has her feathered Cloak of Protection +2, a Scroll 
  of Ward Against Magic, and an Owl Ring (detailed below). 
  Chitti-Zurr shares what she knows about the history of the 
  Dark Rookery and the owl people, including all the 
  information in Part 1.  However, she does not know that 
  Shazzek-Ra was killed by Haffek-Du; only a few Tytonids know 
  this. 
  
  10 
   
  When talk turns to the Tytonid threat, Chitti-Zurr shakes her 
  head sadly: 
  “Haffek-Du is insane,” the Strigid head-woman says.  “It was 
  not always so.  Once he was a bright and diligent pupil of 
  Ornovael, as concerned for the welfare of our combined 
  peoples as any of the rest of us.  Somehow he lost his way, 
  however, and his ambition has turned him to evil.  Haffek-Du 
  resents the fact that so many of the owl-folk still revere 
  Ornovael, our Creator – Strigids, yes, but most Tytonids as 
  well.  In Haffek-Du’s eyes, to have been created by a human is 
  to be inferior to a human, and he believes Tytonid-kind 
  represent the perfect life-form.  He will not rest until Strigids 
  are subject to his control, but he will not stop there.  I believe 
  Haffek-Du’s ambitions include dominion over the surface world 
  as well. 
  “The Tytonid people follow Haffek-Du,” Chitti-Zurr continues.  
  “I am sure some do so because they share some of his beliefs, 
  but I believe the largest measure of his rule springs from fear.  
  Those who fail to do as they are told, or whom are suspected 
  of rebellious thinking, are quietly eliminated.  With Haffek-Du 
  in power, the Tytonid people will continue their current goals 
  of oppressing the Strigids and plotting attacks on the world 
  above.  If Haffek-Du could be eliminated, however, I believe 
  the course of the Tytonids could be turned, and the owl-folk 
  could be united as one people once more.” 
  “A frontal assault, sadly, is doomed to failure,” says Oola-Rssz 
  gruffly.  “My warriors have scouted the defenses of the City of 
  Athena many times.  Alas, we Strigids, who built that city in 
  the first place, built it all too well.  The Tytonids and their 
  Grubber servants are all too watchful.  They have many owl-
  hybrid monsters to serve them, and magical defenses and 
  alarms as well that can detect any incursion.  Even if one could 
  penetrate the walls of the City, Haffek-Du dwells within the 
  Tower of Tytonid Lore, the seat of all magical power in 
  Athena, and no Strigid knows what strange wards protect that 
  place.  Even with an army of thousands, a direct attack would 
  be futile.” 
  “True,” said Chitti-Zurr, “but where force cannot prevail, a 
  more subtle strategy may succeed. A small force could 
  penetrate the Tytonid defenses undetected.  It would require 
  the use of this.”  She holds up her left hand, revealing a simple 
  golden ring. 
   
  OWL RINGS 
  When Ornovael created the Tytonids and Strigids, and evicted 
  the hobgoblins from the Dark Rookery, he made tools to 
  better enable his servants to further their mutual work.  One of 
  his creations was a set of ten Owl Rings which have a variety 
  of uses. 
  The rings are made of gold, with a simple, stylized owl-head 
  design.  They are enchanted with the following abilities: 
  • 
  They have the protective capabilities of a Ring of 
  Protection +1. 
  • 
  The wearer has a -1 to all reaction rolls made when 
  interacting with owl hybrid creatures; this includes 
  Tytonids and Strigids. 
  • 
  Even if the wearer is not a spell-caster, they may use 
  a Locate Object effect to detect other Owl Rings, 
  provided they are within 120’. 
  • 
  The wearer may activate the teleportation 
  capabilities of Owl Stones. 
  Ornovael created the Owl Stones to permit rapid movement 
  through the Dark Rookery.  He placed one outside Parliament 
  (area 1), one near the Cliff Village, one at the Junction 
  Fortress (area 13), one at the Pit of the Discarded (area 17), 
  and one each in the Towers of Tytonid Lore and Strigid Craft 
  (see Part 4).  Once activated by the wearer of an Owl Ring, 
  the stone may transport the wearer and up to nine other 
  beings to any other stone of the wearer’s choosing. 
  THE STRIGID PROPOSAL 
  Chitti-Zurr explains the workings of her Owl Ring and passes it 
  around for the characters to examine. 
  “We have attempted to use this stone to activate the Owl 
  Stone outside our village,” Chitti-Zurr says.  “Unfortunately, 
  Haffek-Du has deactivated it.  He has access to three rings, 
  you see – one that is his, and two that are wielded by his 
  henchmen – and that has allowed him to deny use of the Owl 
  Stone network to anybody save him.  Haffek-Du never uses 
  the network – these days we believe he never leaves his tower 
  – but he will not let us use it either, and surely feels safer 
  thereby. 
  “But I believe that this security is an illusion,” continues Chitti-
  Zurr confidently.  “All we need is to have more rings than him 
  – this one, and three others – to be able to seize control of the 
  Owl Stone network.  With four rings we could teleport directly 
  inside the Tower of Tytonid Lore and attack Haffek-Du by 
  surprise!” 
  “The remaining six rings have been lost,” Oola-Rssz admits.  
  “One of them went with Ornovael when he went away, for 
  instance; that one must surely be destroyed, or far beyond our 
  reach.  But that leaves five other rings, and while we do not 
  know where they are, we doubt the Tytonids have them. They 
  
  11 
   
  must surely be within the Dark Rookery somewhere, and if we 
  could find three of them, this plan could work.” 
  “We may not know precisely where they are,” replies Chitti-
  Zurr, “but we have some idea for a few of them.  We know, 
  for instance, that our great leader Shazzek-Ra was entombed 
  in his crypt to the south, and that among his worldly goods 
  was an Owl Ring.  We know that our former Leader in War, 
  Birri-Hroo, vanished in the northwest plateau looking for a 
  path to the surface and never returned; he had another ring 
  with him.  And we also know that the leader of the Tytonid 
  opposition, Gyvvar-Tsk, fled the City of Athena in the early 
  days of Haffek-Du’s rule; we do not know where he went, but 
  he is believed to have had one of the rings.  As for the others 
  – well, they could be anywhere.” 
  Chitti-Zurr looks to the party members one by one.  “I am too 
  old and slow to go roaming the Rookery in search of magical 
  rings,” she says, “and Oola-Rssz is necessary for this village’s 
  defense.  I believe that the appearance of surface-dwellers is a 
  sign from Ornovael, who has transcended mortality and 
  returned to watch over us as a divine being.  If I lend you my 
  ring, will you go forth into the Rookery and recover three 
  more Owl Rings?  Then we will have a chance to restore order 
  and peace to both our worlds.” 
  The ten Owl Rings can be accounted for as follows: three are 
  with the Tytonids; one is with Chitti-Zurr; one is with Gyvvar-
  Tsk in the Fortress at the Junction at area 13.  The ring of 
  Birri-Hroo is now inside the Owl-Wasp nest in area 18.  
  Shazzek-Ra’s ring is inside his sarcophagus in area 11.  One 
  ring was stolen by the goblins and is now worn by Chief 
  Ruspgurrt in area 14.  One more ring was lost in the swamps 
  and is in an owligator nest in area 8.  The last ring is on the 
  person of a henchman of Ornovael’s and can only be found in 
  Module OC-3: Tomb of the Feathered Mage. 
  The Strigids have little in the way of material goods to provide 
  the party to bribe them into helping; however, if the party asks 
  for a reward, Oola-Rssz will tell them of the Grasper menace 
  at area 3E and will advise them that if they remove the threat 
  of the monsters, anything they find in that abandoned storage 
  cave is theirs to keep. 
  The Strigids do have ordinary gear and weapons that they will 
  sell or barter for at the same rates listed in the rules (Strigids 
  generally make no armor, however).  Strigids only trade in 
  cave pearls, using a 1 per gold piece exchange rate, but the 
  Strigid leaders will trade surface coins for their own personal 
  store of pearls, if the party asks.   
  Chitti-Zurr will give the most charismatic member of the party 
  her ring if they promise to return it when they have completed 
  their mission.  The Locate Object effect of the ring is one way 
  to find the other Owl Rings; however, any cleric with access to 
  the Locate Object spell can also use it to find the rings.  Chitti-
  Zurr will advise the party of this if they do not think of it first. 
  If the party accepts the mission, Chitti-Zurr advises them that 
  they may return to the cliff village at any time to rest and 
  regain spells; no wandering monster checks are required while 
  the party takes sanctuary there.  She certainly does not object 
  if the party wishes to use any Owl Rings they may discover in 
  addition to the one she has lent.  Once the party has acquired 
  the necessary four rings for the Strigids, proceed to Part 4. 
  4. CAVE OF THE AUELBEAR 
  A large cave entrance yawns open in the face of the Rookery 
  wall.  It is twenty feet wide and just as tall.  Bones of many 
  different sizes lie scattered on the open ground just outside.  A 
  foul rotting stench can be smelled within 100’ of the cave. 
  This is the lair of a “first draft” of the owl bear; it is a fusion of 
  owl characteristics with a cave bear, and as a result is much 
  larger and deadlier than the typical monster.  This Auelbear 
  (AC 4; HD 8; hp 48; MV 120' (40'); #AT 3 (2 claws, 1 bite); 
  D 2d8 (bite) and 2d6 + hug (claws); Save F8; ML 12; AL N) 
  was regarded by the Tytonids as a mistake, but it is so vicious 
  and formidable that no effort was made to transport it to the 
  Pit of the Discarded (see Area 17 below).  Tytonids give its 
  hunting grounds a wide berth.  Refer to Part 7 for more details 
  on this creature. 
  The Auelbear, a solitary female, sleeps in her lair most of the 
  time, but she has excellent senses of smell and hearing, and 
  she will emerge from the cave to attack intruders unless 
  extraordinary efforts are made to avoid detection.  Once prey 
  is sighted, she is bad-tempered enough to pursue it until she 
  can no longer perceive it, or until it is dead and consumed. 
  The 20’ wide cave winds 50’ back into the cliff before splitting 
  left and right at a Y-junction.  The left fork leads 20’ to a 
  noisome den, 30’x30’, full of rotting meat and enormous owl 
  pellets.  Half buried under the bones and gravel is treasure: 
  282 cave pearls, 412 GP and 314 SP in goblin-minted 
  coinage, a small packet of loose opals worth 815 GP, a 
  functional compass made of gold valued at 700 GP, a normal 
  two-handed sword, a Cube of Frost Resistance, a Short Sword 
  +2 Avenger that gives one free attack per round on the first 
  opponent that hits the wielder, and a quiver of 8 Quarrels +3. 
  Down the right fork, the corridor narrows to 10’ wide and 
  curves 80’ to the west before ending in a natural cavern 
  approximately 30’x50’.  This space is filled with natural rose 
  quartz formations, many of which are quite fragile and 
  beautiful.  500 pounds of such formations can be harvested 
  and sold in a major city for 5 GP per pound.  However, they 
  
  12 
   
  are extremely delicate and will break if not protected during 
  transport; additionally, they are protected by the cavern’s 
  occupant: an Earth Elemental (AC 2; HD 8; hp 41; MV 60’ 
  (20’); #AT 1; D 1d8 + earth mastery; Save F8; ML 10; AL N) 
  that looks like an enormous piece of rose quartz.  The 
  elemental is not summoned but enjoys living in a place whose 
  rock formations remind it so much of its own kind.  The 
  elemental and the auelbear ignore each other. 
  5. ANCIENT STANDING STONES 
  A series of menhirs stands in a circle here.  There are a total 
  of nineteen vertical stones, each about twenty feet tall, spaced 
  unevenly apart in a circle about one hundred and fifty feet 
  across.  Some of the vertical stones are spanned by horizontal 
  capstones, but many others have tumbled down, and their 
  crumbling remains are in the process of being consumed by 
  the lichen grasslands.   
  At the approximate center of the stone circle is a grassy 
  mound.  It is fifteen feet tall and about thirty feet across.  
  There appears to be a stone table on top of the mound.  In 
  various places, the white of bone can be seen sticking up out 
  of the lichen undergrowth inside the stone circle; however, all 
  appears quiet. 
  This stone circle predates the coming of Ornovael.  It was 
  raised by hobgoblins as a location to perform blood sacrifices 
  to their dreadful god, N’kaa the Feaster.  When the owl-folk 
  evicted the goblinoids from the Dark Rookery, the stone circle 
  was not in their way so they left it intact. 
  The area has become a lair for a colony of Owl-Mi’Raj (see 
  Part 7).  There are a total of 60 full-grown creatures (AC 8; 
  HD 1d4 hp; hp 3 each; MV 120’ (40’); #AT 1; D 1d4; Save 
  F0; ML 12; AL N) living in distributed burrows with a main 
  warren under the central hill, but with burrow entrances 
  radiating out to emerge in the shadows of the standing stones. 
  The Owl-Mi’Raj are extremely territorial; the area wildlife has 
  learned to avoid entering the stone circle.  The Owl-Mi’Raj 
  post sentries at the perimeter burrows who warn the rest of 
  the colony by chirping down the burrow tunnels.  If an intruder 
  enters the stone circle and approaches within 40’ of the 
  central mound, the Owl-Mi’Raj attack.  20 adults emerge from 
  a series of small tunnels riddling the hill; the remaining 40 
  animals break into 8 squads of 5 and exit from holes spaced 
  around the standing stone perimeter.  The Owl-Mi’Raj attempt 
  to trap invaders and overrun them in waves of suicidal attacks; 
  inside the stone circle, these creatures make no morale checks.   
  The bones are the remains of any creature unwise or unlucky 
  enough to enter the Owl-Mi’Raj domain.  The bodies lie where 
  they fell; Owl-Mi’Raj are not carnivores.  Some of the corpses 
  belonged to owl-men or to hobgoblins, and as Owl-Mi’Raj 
  have no interest in treasure, a sum of 61 GP and 34 cave 
  pearls are jumbled with many rusted and useless weapons. 
  Owl-Mi’Raj have an affinity for magic, which their horns can 
  naturally detect; any magic items have been dragged back to 
  their central lair under the hill.  The stone table has many 
  goblin carvings and dire-looking pictograms but little of real 
  interest; however, the hillock beneath it has 20 burrow 
  openings each about 10 inches across.  Sticking out of one 
  hole directly under the stone table are the tines of a trident; it 
  is magical, and the Owl-Mi’Raj attempted to bring it into their 
  lair but the tunnel wasn’t wide enough.  The weapon is a 
  Trident +2 Hellfork; the head can stretch out 15’ from the 
  wielder, allowing melee attacks to be made at distance or even 
  around corners (although attacking blind still carries a penalty). 
  The Owl-Mi’raj colony complex has a series of smaller burrows 
  that open onto a central gathering space.  This central hall is 
  buried 10’ below the stone table, and there is no opening 
  large enough to permit entry by the party, not even by a 
  halfling.  Excavating the burrow would require shovels and 
  picks, and a total of twenty man-hours of work (or ten dwarf-
  hours).  Opening the burrow will reveal a number of harmless 
  Owl-Mi’raj kits and a collection of magical items: potions of 
  Diminution and Climbing, a Sling +1, a Wand of Magic 
  Missiles with 18 charges, and a silver globe which has a 
  Continual Light spell cast upon it; the globe has a tightly 
  sealing clamshell case which can be closed to mask the light, 
  and the entire thing is worth 150 GP. 
  6. TWO BRIDGES 
  Ahead lies a peculiar sight.  The ancient cobblestone road that 
  meandered down from Parliament here crosses the largest 
  river in the Rookery.  The water is 40’ from bank to bank, and 
  an arched bridge made of closely fitted stones crosses this span 
  with a single set of pylons supporting the middle. 
  This bridge is unusable because it has been partially removed.  
  Sections of the stones on the east side of the arch have been 
  neatly cut away, leaving the bridge some 15’ short of reaching 
  the other side.  The missing section of the bridge can be seen 
  about 100’ downriver; it is being methodically and precisely 
  rebuilt, stone by stone, at a new location well removed from 
  the road’s point of crossing. 
  A blocky and vaguely humanoid figure can be seen working on 
  this project.  It is as broad as it is tall and appears to be made 
  of stone; its head has the same simplistic and impassive 
  features of a Polynesian moai, but it has the unmistakable beak 
  of an owl.  Its long, powerful arms carry blocks of stone from 
  the old bridge to its new location, where it sets them in place 
  and then tirelessly returns for a new load. 
  
  13 
   
   
  When Ornovael and his Tytonid and Strigid helpers began 
  building the Dark Rookery in earnest, they realized that the 
  tremendous amount of work required would take decades to 
  accomplish, even if everybody labored around the clock.  
  Furthermore, much of the work required repetitive or brute 
  force tasks – tasks that would be wasted on Ornovael’s 
  intelligent and skilled followers.  Ornovael therefore created 
  Owlmatons – golem-like magical robots that were hugely 
  strong and that could perform dangerous and onerous tasks 
  without tiring.  In particular, building roads and stone 
  structures became much easier with these creatures’ help. 
  Only a handful of owlmatons were made, but the few in 
  existence proved to be almost indestructible.  Magical weapons 
  were necessary to hurt them, and they never aged or became 
  sick.  However, they were not self-willed and required constant 
  instruction from intelligent masters to remain active; without 
  reinforcement, they were prone to change or reinterpret their 
  orders in strange ways.  For more information on owlmatons, 
  refer to Part 7. 
  This owlmaton’s history is unknown, but recently it mutated its 
  most recent commands into a bizarre modification of what it 
  was ordered to do long ago.  It now thinks that it is required to 
  relocate the existing bridge to the new location.  This task will 
  take weeks to accomplish, and it is not known what it will do if 
  it is allowed to finish the job.  If left alone, the creature will not 
  interfere with the party; however, if it is molested or its 
  objectives blocked in any way, the owlmaton (AC 2; HD 7; hp 
  35; MV 30’ (10’); #AT 2; D 2d8; Save F6; ML 12; AL N) will 
  attack until destroyed or until its target is at least 60’ away.  It 
  will then resume its bridge-relocation project.  
  The commands to control this owlmaton can be found in area 
  10. If the party can assume control of the owlmaton, it can 
  become a powerful ally, although it must be given very specific 
  commands as it has no intelligence of its own.  In particular, if 
  the party correctly interprets the answer to the riddle given in 
  area 12, they can order the owlmaton to destroy the dam at 
  area 9.  If this happens, the resulting wall of water will batter 
  the fortress at area 13 (killing the ghouls but leaving Gyvvar-
  Tsk and his family alive) and then proceed down to the Goblin 
  Strongpoint at area 14 (where it will wreck the fortifications 
  and kill many of the area residents).  See those area 
  descriptions for more information. 
  7. THE CITY OF ATHENA 
  A walled city can be seen ahead; it has clearly been built for 
  defense.  20’ tall stone wall sections link a series of towers 
  with battlements, and guards can be seen atop them.  The 
  gates are set inside fortified barbicans and are closed.   
  All outside the walls, most of the fungal forest has been cleared 
  for hundreds of yards in every direction.  Rows of cultivated 
  plantings have been laid out and are being tended by gangs of 
  owl-headed humanoids, who are watched over by Tytonid 
  overseers.  The plantings appear fungal in nature but have the 
  look of food crops.  A system of ditches provides water from 
  the nearby lake. 
  Inside the walls, hundreds of structures can be seen.  Most of 
  them appear to be one- or two-story dwellings built of stone, 
  with sturdy slate roofs and reinforced shutters over windows.  
  Two towers rise above these buildings, one near each end of 
  the city; each tower is at least four stories tall.  Dwarfing these, 
  however, is the enormous statue in the center of town.  It 
  shows a human figure – Ornovael, from the look of him – 
  gazing sternly to the southeast.  One hand clutches a book to 
  his chest; the other is raised skyward, palm facing up as if 
  holding up the ceiling.  The center of the Sunslug lies 
  hundreds of feet directly above this statue. 
  For more information regarding this city, proceed to Part 4. 
  8. THE BLACK LAKE 
  The waters of this large lake appear clear and fresh, as it is fed 
  by a number of swiftly-moving springs and streams that run 
  through the Dark Rookery.  Fish of all sizes can be seen 
  swimming through stands of red fungal “reeds” that crowd the 
  water’s edge.  The black appearance of the lake doubtlessly 
  indicates that it is quite deep at its center. 
  Irrigation ditches draw water from the north end of the lake, 
  and the vegetation here is kept closely cropped by herds of 
  sheep and goats.  On the south bank, however, the ground 
  becomes marshier and the vegetation becomes overgrown and 
  oppressive.  A brackish smell rises from this swampy area. 
  
  14 
   
  The lake was a creation of Ornovael to aid the agriculture that 
  supports the City of Athena, but it is also a source of fish.  
  Grubbers can often be found in rowboats on its surface, 
  hoping to hook the pale cave-fish that have slowly begun to 
  regain their eyesight now that the Sunslug has brought 
  daylight to the cavern. 
  The creation of the marsh to the south was an entirely 
  unintended consequence of damming the lake.  The swampy 
  area is unused by the Tytonids, and it has become a habitat for 
  Owligators (see Part 7).  These predators largely subsist on 
  cave fish, but they have been known to take an unwary 
  Grubber, and a full-grown ‘gator is unafraid to take on even 
  very large targets.   
  Owing to the steady state nature of the climate in the Dark 
  Rookery, owligators are in a constant breeding cycle.  Deep in 
  the marsh, the nests of owligator mothers can be found – 
  mounded hills of mud and stranded fungal matter serving as 
  incubators for owligator eggs.  Each one is guarded by an 
  owligator, and the area is full of the creatures – any wandering 
  monster encounters in the swamp will be owligators instead of 
  what the tables say. 
  An Owl Ring was lost in the swamp many years ago.  It can be 
  found in the heart of the place, buried in the largest owligator 
  nest.  An enormous owligator matron guards it (AC 5; HD 6; 
  hp 38; MV 60’(20’) or swim 180’(60’); #AT 1; D 3d4; Save 
  F5; ML 12; AL N) and her eggs.  A total of ten man-hours (or 
  five dwarf-hours) of digging with the proper tools will unearth 
  a rotting leather shoulder-bag containing 121 cave pearls, a 
  pair of Eyes of the Eagle, and the Owl Ring. 
  9. THE GREAT OWL DAM 
  The great lake to the west is clearly artificial.  A huge stone 
  dam has been built here to hold back the waters of the 
  principal river in the Rookery.  The dam is hundreds of yards 
  long and eighty feet tall; it is arched in the middle to hold back 
  the water’s tremendous weight.  Earthen levees along both 
  sides keep the water from circumventing the dam. 
  Near the top of the dam is a line of evenly spaced giant owl 
  heads, their beaks agape.  These appear to serve as relief 
  mechanisms; water pours out of some of the heads and pools 
  at the base of the dam.  From there a rapid stream flows 
  downhill towards the eastern portion of the Dark Rookery. 
  Ornovael designed the dam himself and provided it with 
  magical level controls that keep the lake uniformly filled.  The 
  owl beaks open and close as necessary to relieve water from 
  the lake. 
  The dam’s construction is extremely stout.  Hours of labor 
  using heavy picks and chisels would be necessary to make 
  even cosmetic damage in the dam’s surface, and damaging it 
  enough to cause a breach is beyond the party’s ability.  
  Likewise, the level controls of the heads cannot be sabotaged. 
  However, the owlmaton at area 6 could be used to destroy the 
  dam, if the appropriate command words are found.  The 
  owlmaton requires four hours to create a structural breach in 
  the center of the dam.  This breach will destroy the dam and 
  the owlmaton, and will impact structures downstream of the 
  dam as described in each encounter area. 
  If the dam is breached, the lake’s water level will drop quickly.  
  A Tytonid Attack Party will come to investigate within two 
  hours.  Statistics for this force can be found in Part 4. 
   
  10. HUNTING GROUNDS OF THE OWLETTE 
  A bare stone hill rises here near the southern edge of the Dark 
  Rookery.  Only a few sparse growths of lichens grow on the 
  sides of this rise.  The ground looks jumbled, as if an 
  earthquake has shaken this area recently. 
  At the top of this hill, some 150’ from the base, lies a low 
  stone platform, and perhaps the foundations of some ancient 
  structure that has tumbled down long ago. 
  This area has become the hunting ground for a large Owlette 
  (see Part 7).  This horrifying predator is the terror of the area, 
  voraciously consuming anything that moves in this entire 
  region of the Dark Rookery, but spending most of its time 
  “swimming” through the soil underlying this hill. 
  The owlette (AC 1 or 4; HD 9; hp 53; MV 120’ (40’) or 
  burrow 60’ (20’); #AT 3 (1 bite and 2 claws); D 2d6 (bite) and 
  1d8 (claws); Save F9; ML 10; AL N) can sense the movement 
  of feet on loose soil and will move to attack as soon as any 
  
  15 
   
  party member begins to climb the hill, no matter how 
  stealthily, unless they are not touching the ground’s surface.  
  The owlette’s dorsal fin will appear 1d10 x10’ distant from the 
  party, and it will move towards them using its burrowing 
  ability, only emerging to attack when it is within melee range.  
  When its fin is exposed, it cannot be attacked from above 
  ground, although attacking behind its fin when it surfaces can 
  take advantage of its relatively poor armor in that location.   
  Atop the hill is all that remains of an old hobgoblin structure – 
  the flat foundation of a 20’x20’ stone guardhouse, and an 
  adjacent raised 5’x5’ stone platform that was the footings of a 
  gibbet.  These structures were ruined when Ornovael drove the 
  hobgoblins out of the Dark Rookery, and their stones were 
  cannibalized to build owl-folk roadways, leaving only the slab at 
  grade behind.  The foundations are thick, and footsteps on 
  them cannot be felt by the owlette.  Owlettes are quite 
  nearsighted; if any party member seeks the shelter of the 
  foundation and remains quiet and still while the owlette is 
  surfaced, they are effectively invisible and will not be attacked.  
  If the owlette “trees” the party here, it will patrol for several 
  hours before becoming bored and moving away.  Note that 
  the surfaced owlette is perfectly capable of chasing noisy 
  characters onto the foundation if they make their presence 
  known! 
  A human sage made a camp on this foundation a few years 
  ago before being devoured by some other danger of the Dark 
  Rookery.  A stone in the middle of the slab is loose, revealing 
  a shallow cavity below where the sage left her goods behind.  
  Rats and insects have eaten her foodstuffs and bedding, but a 
  leather-bound book has survived the worst of the 
  environmental damage.  It is a journal describing the sage’s 
  descent down a bat-infested chimney (this refers to area 16) 
  and subsequent exploration of this underground area.  She 
  was particularly interested in an apparently unattended stone 
  construct (the owlmaton in area 6) and studied it extensively, 
  eventually determining the following command words: 
  • 
  GARTHAR: Halt 
  • 
  SVARRA: New Instructions Follow 
  • 
  USSIQ: Delete Old Instructions 
  • 
  PHADU: Follow 
  • 
  IYA: Attack Mode; Designate Target 
  The sage kept the construct as a guardian in this area while 
  she lived here; it only wandered off to area 6 after she died, 
  and so no clue is given in the journal regarding the owlmaton’s 
  whereabouts. 
  If the control words are used to direct the owlmaton, specific 
  instructions must be given in owl-speech.  It is left up to the 
  DM’s discretion to determine how the owlmaton interprets 
  instructions, but vague or imprecise orders will be followed in 
  the most obvious or expeditious way possible, and may result 
  in undesired outcomes for the party!  Every day it is under 
  control, there is a 10% chance that the owlmaton will change 
  its assignment in an unexpected way; this is also left up to the 
  DM to adjudicate. 
  Folded up in the back cover of the journal is a scroll of two 
  magic-user or elf spells: Web and Transmute Rock to Mud. 
  11. TOMB OF SHAZZEK-RA 
  Here can be seen an artificial hollow 20’ deep in the south 
  face of the cavern wall.  It is 20’ tall and 60’ wide, and it 
  serves as a porch of sorts – the doorstep to a set of 10’ tall 
  doors, flanked on both sides by columns carved into tall 
  statues.  The figures show a Tytonid on the left side and a 
  Strigid on the right.  The Tytonid holds a staff above the 
  doorway, and the Strigid crosses this with a sword; their 
  posture suggests that these figures are barring the way. 
  Refer to the Tomb of Shazzek-Ra map. 
  When Ornovael began to grow old, his most beloved 
  apprentice, a Tytonid named Shazzek-Ra, decided to prepare 
  a tomb for their master.  He worked with only a few trusted 
  Strigid allies to dig a suitably dignified crypt into the south wall 
  of the Dark Rookery – a place where Ornovael could rest in 
  state and look over what he and his beloved owl-folk had built. 
  But Ornovael went away in secret one day, leaving his crypt 
  unfinished and empty.  Then, when Shazzek-Ra was 
  overthrown by treachery, it was Haffek-Du’s plan to inter 
  Shazzek-Ra in the crypt he had built for another.  Haffek-Du 
  meant to have a state burial for the benefit of the public, but 
  then return later to strip everything of value from the tomb. 
  The public funeral was held, with Shazzek-Ra’s body 
  ceremonially carried into the tomb.  However, the murder of 
  Shazzek-Ra awakened an angry spirit within his corpse, 
  transforming him into a mummy.  Haffek-Du fled for his life 
  and set wards upon the tomb to contain Shazzek-Ra; he had 
  no opportunity to plunder the sepulcher.  Shazzek-Ra still rests 
  in the crypt, waiting for the day when he can be released to 
  wreak vengeance on his traitorous brother in magic. 
  Within the tomb are lettered encounter areas as follows: 
  A: The doors to the tomb have large brass handles that pull 
  outwards.  A lead-and-silver seal has been placed across the 
  doors with magical runes, and a message in owl-speech stating 
  that this ward is for the protection in eternal rest of Shazzek-
  Ra; however, any magic-user or elf who studies it can tell that 
  it is a rune for keeping things in, not keeping things out.  To 
  the left of the doors is a carving showing some Strigids fighting 
  a large reptilian beast; an owl-speech caption reads DEFEAT 
  
  16 
   
  YOUR DRAGONS.  To the right of the doors is a carving 
  showing a bolt from the heavens hitting an awestruck Tytonid; 
  the caption here reads LET INSPIRATION STRIKE.  These 
  carvings are clues for opening the doors in B. Within the 
  shadow of the overhang lurks four Sunwings that did not 
  retreat to the Sunslug that night; they will attack unnoticed 
  unless the party specifically looks overhead.  Sunwings: (AC 8; 
  HD 2; hp 9 each; MV fly 120’ (40’); #AT 1; D acid; Save F1; 
  ML 8; AL N).  Each sunwing contains a cave pearl. 
  B: The doors open up to a hall, 20’ wide and 40’ long, with a 
  flat ceiling 15’ overhead.  There are five statues on the left and 
  right sides of the corridor, with each pair having the 
  appearance of a rearing dragon.  The first pair is white 
  marble; the second pair is black obsidian; the third pair is 
  green aventurine; the fourth pair is blue quartz; and the fifth 
  pair is red sandstone.  If anybody passes between the white 
  statues, a sheet of cold will instantly form between the two 
  statues doing 1d6 hp cold damage.  Similar damage will occur 
  between the black (acid), green (poison), blue (electricity), and 
  red (fire) statues.  However, there are gaps between the statues 
  and the wall.  A halfling can duck right through this gap if they 
  think to do so; even a larger creature can do so if they remove 
  all armor and don’t mind squeezing.  The doors at the far end 
  have a platinum bar holding them closed; this bar is covered 
  with magical symbols and is very resistant to magic.  It will not 
  be affected by a Telekinesis or Knock spell, and it will do 2d6 
  damage without saving throw to any who touch it, before 
  throwing them back 5’.  The only way to safely lift the bar is to 
  pass between the blue statues, “letting inspiration strike”, and 
  then that person has one round to touch the bar.  Once the 
  bar is lifted, it becomes inert.  The bar can be sold for 1,000 
  GP. 
  C: This hall is dominated by a pedestal to the south, where a 
  huge owl-headed idol squats, holding a bowl of magical flame 
  in its lap.  Two other braziers burn magically to its left and 
  right.  The idol has large diamonds set into its eyes; these can 
  be removed with a little work and are worth 1,200 GP each.  
  A magical rune has been set in place in the central 10’x10’ 
  square of this hall; this glyph alerts Shazzek-Ra in E and also 
  opens the door to D.  It can be detected and circumvented the 
  same as a non-magical trap. 
  D: This door appears to be nothing more than an 8’ tall steel 
  plate set into the wall; there is no obvious means of operating 
  it.  If the glyph is triggered, the door rises into the wall.  The 
  corridor and chamber beyond are filled with Sleep of the Ages, 
  a magical gas that puts creatures into a state of suspended 
  animation.  When the doors open the gas spills out, and there 
  is enough gas here to Slow anybody in area C for one turn.  
  Standing back in the chamber are six troglodytes who awaken 
  within one round.  They are also slowed for a turn, but will 
  immediately attack anything they see.  Troglodytes: (AC 5; HD 
  2; hp 9 each; MV 120’ (40’); #AT 3 (2 claws, bite); D 1d4 
  (claws) and 1d4 (bite); Save F2; ML 9; AL C). These creatures 
  have no treasure. 
  E: Steps rise to the final crypt of Shazzek-Ra.  However, the 
  room is unfinished, with the floors only roughly worked, and 
  with rusting tools leaning against the south wall indicating that 
  further expansion in that direction was once intended.  
  Shazzek-Ra’s sarcophagus is rather casually leaned against the 
  northeast wall; its owl-motif is picked out in gold leaf worth 
  320 GP if removed, and its two sard eyes are worth 250 GP 
  apiece.  Shazzek-Ra rests inside and will only stir if the glyph 
  in C is triggered, or if there is noise in this room.  If disturbed, 
  Shazzek-Ra throws open his sarcophagus to reveal his 
  dessicated, shriveled form within gold-cloth robes.  “HAFFEK-
  DU!” he hisses drily.  “I SHALL DESTROY YOU!” 
   
  Shazzek-Ra (AC 2; HD 7; hp 36; MV 60’ (20’); #AT 1; D 
  1d12 + disease; Save M7; ML 12; AL N) is confused.  He 
  initially thinks anybody inside the tomb must be allied with 
  Haffek-Du, whom he knows murdered him with poison.  It is 
  very hard to reason with a mummy, but diligent attempts at 
  discussion have a chance of penetrating Shazzek-Ra’s 
  understanding.  He is willing to cease hostilities (although he 
  has no control over the troglodytes) if the party leaves him 
  
  17 
   
  alone to pursue his vengeance. He shambles out of the tomb 
  and makes a beeline for the City of Athena.   
  The party has a dilemma here.  Shazzek-Ra wants to kill 
  Haffek-Du, but he is driven by vengeance and cannot be 
  convinced to follow any plan other than march up to the city 
  walls.  If the party allows this, he will be destroyed and the 
  party will lose access to an Owl Ring.  The party may 
  therefore need to engage in battle with Shazzek-Ra anyway. 
  Shazzek-Ra is a unique mummy.  He is turned as a 7 HD 
  creature and retains some spell-casting knowledge.  Shazzek-
  Ra knows the following spells, which he casts at 7th level: 
  1st level: Magic Missile, Protection from Evil, 
  Ventriloquism 
  2nd level: Invisibility, Web 
  3rd level: Fire Ball, Hold Person 
  4th level: Wall of Fire 
  Shazzek-Ra wears robes woven with gold thread and tiny 
  gems; they are worth 1,500 GP intact, but if any melee 
  damage is done to Shazzek-Ra, the robes are damaged and 
  are worth only half as much.  Shazzek-Ra also wears his Owl 
  Ring, and his slippers function as Boots of Levitation.  Two 
  copper pots along the walls next to the sarcophagus are filled 
  with 490 cave pearls. 
  12. SPRING OF THE COPPERLING 
  A spring bubbles up inside a large pond that crowds against 
  the south wall of the Dark Rookery.  The spring must be warm 
  water; considerable heat radiates from the pond, and there is a 
  distinct sulfurous odor.  No fungal life grows near the pool. 
  One hundred feet from the nearest shore, a ledge has been 
  carved into the rock face of the cliff wall.  Standing on this 
  shelf is what appears to be a mechanical owl.  It is made of 
  copper and studded with rivets, and it appears to be moving, 
  shifting on its perch to watch the party. 
  The creature on the ledge is a Copperling (refer to Part 7).  It 
  is another magical construct of Ornovael, originally built to 
  serve as a messenger and adviser for the Tytonids.  
  Copperlings have a limited ability to see the future and 
  perceive fate, and Ornovael hoped that these gifts would 
  enable the owl-folk to chart a rational course for their people 
  long after Ornovael himself was gone. 
  Unfortunately, Ornovael did not foresee that his creations’ 
  entanglement in the uncertain matrices of probability would 
  destabilize them.  This copperling is malfunctioning; it can still 
  see the future and wishes to help and advise, but its ability to 
  communicate what it can see is limited.  Only players who can 
  think outside the box will be able to interpret what the 
  copperling is trying to tell them. 
  The copperling (AC 5; HD 2+2; hp 11; MV fly 150’ (50’); 
  #AT 1; D 1d4; Save M3; ML 8; AL N) sits on its perch and 
  watches the party.  It will only communicate with an individual 
  who approaches within 30’; it is capable of flight but will not 
  willingly leave its ledge.  Approaching the copperling by water 
  is risky; those touching the extremely hot and caustic water of 
  the spring will take 1d4 hp damage per round unless protected 
  against damage from high heat.  Additionally, any boats 
  exposed to the acidic water will spring leaks shortly after 
  launching, effectively ruining them until they are repaired.   
  If the copperling is approached, it becomes very excited and 
  begins to squawk in owl-speech: 
  “Hrrr!” says the mechanical bird.  “I see many things!  I see 
  the future!  I see your future, and the answer is a riddle!  Here 
  is a riddle for you to tear apart:” 
  Gates without bars, walls without doors 
  Bent to withstand impossible force 
  This side stands tall; that side lies low 
  This side is still; that side lets go 
   
  “Solve my riddle!” squawks the bird.  “A riddle is a key that 
  opens doors!” 
  The answer to this riddle is “a dam”, or more specifically, the 
  Great Owl Dam at area 9.  The copperling means that the 
  party should ‘tear apart’ the answer to its riddle quite literally; 
  it wants them to destroy the dam, which will make their lives 
  much easier at areas 13 and 14 by hydraulically ‘opening 
  doors’ and enabling the gaining of Owl Rings. 
  The copperling’s intentions are good, but unfortunately it is 
  not particularly sane.  It can never tell the party anything 
  directly; it must only use riddles and oblique statements to 
  convey what it senses.  Interacting with the copperling should 
  be a difficult and frustrating exercise, but a rewarding one for 
  those who can solve the puzzle.  The copperling has no 
  treasure. 
   
  13. FORTRESS AT THE JUNCTION 
  At the intersection of several rivers, a small fortified structure 
  has been built with a commanding view of all approaches and 
  waterways.  This stone fortress is built into the side of an 
  embankment that slopes down to the water; it is a single story 
  tall at the top of the slope, but adds a lower level as it runs 
  down to the river.  Additionally, an octagonal tower juts from 
  the river overlook. 
  
  18 
   
  The structure actually stands above the course of the river, 
  with sturdy pillars supporting it and withstanding the water 
  rushing around them.  Fungal vines and lichen have begun to 
  grow up around the building’s walls, suggesting it has not been 
  well maintained; however, a thin column of smoke rises from a 
  chimney above the tower. 
  Refer to the Fortress at the Junction map. 
  When Ornovael and the owl-folk drove the hobgoblins out of 
  the Dark Rookery, the goblin-kind retreated along the river 
  into caves downstream of area 14.  From there they staged 
  repeated raids on their former homeland, striking and then 
  retreating through secret tunnels.  As rapidly as the Strigids 
  blocked up such holes, the hobgoblins dug new ones.   
  To defend their new lands, the owl-folk built a sturdy fortress 
  that could watch all approaches by land or water.  This 
  defensive installation was an important strategic holding and 
  was instrumental in keeping the hobgoblins at bay for many 
  years; it is only since the Tytonid/Strigid relationship has 
  become dysfunctional that hobgoblins have dared to construct 
  a fortification at area 14 and conduct regular secret raids into 
  the Rookery.  With Tytonid interests turned toward the surface 
  world, the fortress has been abandoned. 
  However, it is not unoccupied.  Gyvvar-Tsk was an important 
  part of the Tytonid High Command when Haffek-Du seized 
  the Golden Nest.  He knew that Shazzek-Ra had been 
  murdered, and he had no intention of accepting Haffek-Du as 
  the new leader.  Rather than be killed, Gyvvar-Tsk fled into the 
  hinterlands of the Rookery where Tytonids are loath to follow.  
  He has wandered for many years, but recently has taken up 
  residence in the deserted tower of this fortress.  Furthermore, 
  he has befriended a female Strigid scout, Vaya-Sa, and in 
  defiance of old taboos they have become a mated pair.  
  Together they have made this ruined place their home, waiting 
  for the day when they can return to owl civilization. 
  Unfortunately for this family, they have been found by a group 
  of ravenous ghouls.  They have been successful at fending off 
  the pack thus far, but the ghouls are not giving up. 
  Within the fortress are lettered encounter areas as follows: 
  A: The main double doors are shut but not barred.  All doors 
  in this place have steel shutters that can be opened to permit 
  defensive archery against intruders; all walls and floors are 
  stone, with ceilings 12’ overhead.  The main room on the 
  upper floor is full of wrecked furniture, torn and soiled rugs, 
  and broken weapons; everything is soiled and ruined, 
  especially outside the door to B where there is evidence of a 
  recent fire.  The center of the room is dominated by a bulky 
  stone statue of an owl; this is an Owl Stone similar to those 
  found elsewhere in the Dark Rookery.  A stair in the northwest 
  corner descends to the lower level; a carrion smell rises from 
  it.  The door to area B is locked.  Noise in this room will 
  attract the attention of the occupants of both area C and area 
  E.  The ghouls will come investigate; the owl-folk will not, but 
  if they see attempts to work on the door to B, Vaya-Sa will 
  drop oil down the murder holes and follow with a burning 
  ember the next round. 
  B: This room offers a commanding view of the river 
  approaches.  It has been emptied of all furniture and 
  wreckage.  More murder holes are in the ceiling of this room, 
  and Vaya-Sa will use them if she feels intruders are coming.  
  There is an obvious ceiling hatch leading up, but it is barred 
  from above and the rope ladder has been pulled up.  On the 
  floor beneath this hatch is a 8’x8’ trap door that will trigger if 
  60 pounds of weight are placed on it; the doors open and 
  dump intruders into the river at area G.   
  C: This lower room was used for storage, and also gave access 
  to the level of the river through the water-door, allowing the 
  protection of river traffic while watching for raiders.  It has 
  been occupied by a pack of nine ordinary ghouls (AC 6; HD 
  2; hp 9 each; MV 90’ (30’); #AT 3 (2 claws, bite); D 1d3 
  (claws) and 1d3 + paralysis (bite); Save F2; ML 9; AL C) and 
  one brute of exceptional strength (AC 6; HD 4; hp 18; MV 
  90’ (30’); #AT 3 (2 claws, bite); D 1d4 (claws) and 1d6 + 
  paralysis (bite); Save F4; ML 10; AL C).  These monsters look 
  like hobgoblins, and in life were members of that race before 
  being cursed with undeath; they still speak hobgoblin.  The 
  pack is licking its wounds after losing three of their number 
  while being repelled by Gyvvar-Tsk’s lightning and Vaya-Sa’s 
  arrows.  They are now considering a plot to climb up the 
  outside of the tower, paralyze the hippogriff at F, and then 
  creep down the trapdoor.  The big ghoul wears a gold band 
  with oak leaf designs on one claw; this is worth 400 GP.  If 
  things go poorly for the ghouls in combat, they will throw 
  open the water-door to escape. 
  Buried in a secret compartment in the southwest corner, 
  forgotten for many years, is a cache of useful items: four 
  Potions of Healing, a bundle of ten Arrows +2, and a pair of 
  Boots of Water Walking, which will allow the wearer to travel 
  on the surface of water at their normal movement rate. 
  D: This court atop the battlements allowed archers to attack 
  the land approach.  There is enough fungal matter growing up 
  the walls to make it relatively easy to climb up here from the 
  ground.  A long linear scorch mark on the floor will be 
  recognized by magic-users or elves as a lightning bolt. 
  E: This is the home of Gyvvar-Tsk, a Tytonid, and Vaya-Sa, a 
  Strigid, and their four baby chicks, who are small, fluffy and 
  harmless.  This level has murder holes in the floor, which can 
  
  19 
   
  be used to pour oil or fire arrows down into areas A or B, and 
  which grant a cover bonus of +8 to defenders.  There is also a 
  large cast iron stove in the center of the room, a cask of oil 
  (20 flasks’ worth) and a barrel of arrows.  The owl family has 
  salvaged all usable furniture and wall coverings from the 
  fortress to make a reasonably comfortable nest for themselves 
  and their children.  They are not in need of food (Zoosh-Zoosh 
  hunts for them, see area F) but are discussing the wisdom of 
  staying in this place with ravenous ghouls around.  Gyvvar-Tsk 
  and Vaya-Sa start out very suspicious, and will listen to what 
  they are told but will be inclined to believe that any stories are 
  Tytonid trickery.  Exceptional diplomacy will befriend these 
  two, however, and it is possible to enlist them to return to the 
  cliff-village at area 3 and negotiate for the use of Gyvvar-Tsk’s 
  Owl Ring.  Vaya-Sa: (AC 7; HD 4; hp 18; MV 120’ (40’); 
  #AT 1; D 1d8+1 (axe) or 1d8 (arrow); Save F4; ML 9; AL L).  
  Gyvvar-Tsk: (AC 7; HD 6; hp 27; MV 120’ (40’); #AT 1; D 
  1d6+1 (staff); Save M6; ML 9; AL L).  Gyvvar-Tsk casts spells 
  as a 6th level magic-user and knows the following spells: 
  1st level: Magic Missile, Hold Portal 
  2nd level: Detect Evil, Phantasmal Force 
  3rd level: Lightning Bolt, Protection from Evil 10’ 
  Radius 
  Gyvvar-Tsk wears an Owl Ring, and his staff, in addition to 
  being a Staff +1, can create a Light spell at will.  Vaya-Sa has 
  the keys to the doors downstairs, and an Axe of Forestry that 
  is a +1 weapon and does double damage against plant (or 
  fungal) creatures. These two have stuffed a sack containing 
  318 cave pearls under a mattress. 
  F: The trap door leads to the battlements of the tower.  This is 
  where Gyvvar-Tsk’s mount and pet, a hippogriff named 
  Zoosh-Zoosh, keeps watch for his family.  Zoosh-Zoosh (AC 5; 
  HD 3+1; hp 15; MV 180’ (60’) or fly 360’ (120’); #AT 3 (2 
  claws, bite); D 1d6 (claws) and 1d10 (bite); Save F2; ML 8; AL 
  N) has an owl’s features instead of an eagle’s, but otherwise is 
  a normal member of his species.  He is not tethered and is 
  free to roam and hunt for himself and the family.  Zoosh-
  Zoosh is very loyal to his people but will be wild and 
  unapproachable to all others. He has no treasure. 
  G: Just outside the water-door is a dock where friendly boat 
  traffic used to pull up under the shadow of the tower.  A giant 
  catfish (AC 4; HD 8+3; hp 39; MV swim 90’ (30’); #AT 5 (1 
  bite and 4 feelers); D 2d8 (bite) and 1d4 (feeler); Save F4; ML 
  8; AL N), pale and bloated, lairs here now.  It doesn’t like the 
  taste of ghoul and ignores them, but it will happily pounce on 
  anybody unlucky enough to fall down the trap-door from B.  If 
  the ghouls attempt to flee through the water-door, the catfish 
  will attack any non-ghouls it sees, even heaving itself up onto 
  the dock to reach for food inside area C. There is no treasure 
  here. 
  Flooding Note: should the party breach the Great Owl Dam at 
  area 9, a wall of water will wash down the river, climbing well 
  outside its normal banks, and will smash into the fortress.  The 
  stout stone structure will survive the impact, but the deluge will 
  smash down all doors in areas A, B and C, and will wash away 
  all items and occupants in those areas into the river.  The owl-
  folk in the tower will remain unharmed. 
   
  14. GOBLIN STRONGPOINT 
  In the furthest southeast corner of the Dark Rookery, at the 
  lowest point of the cavern floor, the river flows into unknown 
  parts of this underground world.  Where the cavern narrows to 
  only 100’ wide, it is blocked off floor to ceiling by a stone wall.  
  The river flows through a long, low grating covered with iron 
  bars. 
  A door has been set into the middle of the structure – a single 
  stone portal, eight feet wide and only seven tall, that hinges on 
  the top of the frame.  The stone wall is pierced by many 
  narrow windows that have the look of arrow slots. 
  
  20 
   
  For many years now, a hobgoblin named Ruspgurrt has been 
  charged by the Goblin King with the task of retaking the Dark 
  Rookery from the owl-peoples.  When the Strigids and 
  Tytonids were one people, Ruspgurrt could do little more than 
  harry their defenses in a series of hit-and-run raids.  He has 
  perceived that the owl-folk war among themselves, however, 
  and he has grown bolder in his efforts.  He had this fortified 
  position built openly in the corner of the Rookery, and it 
  serves as the rallying point from which raids and scouting 
  missions penetrate ever deeper into the lands lit by the 
  Sunslug.  Ruspgurrt has styled himself ‘Chief’, and if he can 
  successfully retake the Dark Rookery, he secretly believes he 
  might be king one day as well. 
  Any dwarf will automatically know, upon seeing the 100’ wide 
  and 20’ tall wall of stone, that it is a construction of goblin-
  kind.  Goblins are not craftsmen, but they tunnel well and build 
  fortifications sturdily.  A dwarf will also know that goblins are 
  fond of traps and other dirty tricks. 
  In this complex, doors are generally made of stone and are 
  kept locked; Ruspgurrt and Mylslavina (in area G) have keys.  
  The river’s channel is not wide but a good 8’ deep and fast-
  moving; where it penetrates walls, closely-spaced iron bars 
  block the way.  Goblin-kind can see in the dark, so no light 
  sources are provided apart from fires, which goblins enjoy very 
  much.  The goblins do not like the Sunslug’s radiance, which 
  bothers them just as real sunlight would; however, the walls of 
  their strongpoint are built to keep such light out. 
  Within the strongpoint are lettered encounter areas as follows: 
  A: Goblins are charged with watching through the arrow slots 
  that overlook the approach to the strongpoint, but they are 
  unfond of looking into the Rookery during daylight hours.  A 
  stealthy approach during the day has a 2 in 6 chance of being 
  detected by the hobgoblins at areas C and D, and a further 1 
  in 6 chance that Ruspgurrt himself will spot the party through 
  his spyholes in area L.  Non-invisible beings that directly 
  approach the gate WILL alert the shriekers at B.   
  If the alarm is raised, hobgoblins will fire arrows through arrow 
  slots at party members.  These slots give defenders a +8 bonus 
  to armor class.  Hobgoblins will also enter both areas marked 
  B to fire upon those who directly approach the gate.  The gate 
  is very heavy and will require four human-size beings to lift 
  from the outside.  Meanwhile the goblins have two tricks up 
  their sleeves.  First, there is a 10’ long and 20’ deep covered 
  pit trap just outside the gate that can be triggered from the 
  inside, dropping anybody on it for 2d6 damage and potentially 
  trapping them.  Second, the goblins have a vile mechanism 
  that blows a cloud of oil droplets into the alcove in front of the 
  door and then sets it on fire; this weapon will do 4d6 fire 
  damage (save vs. breath weapon for half) to all in the area 
  (although those in the pit will be spared).  This weapon can 
  only be used once every four rounds, and may be used three 
  times before its oil reservoir is empty. 
  B: Goblins are fond of using shriekers to do watch duty for 
  them.  Each of these two rooms is full of compost, and three 
  shriekers (AC 7; HD 3; hp 14 each; MV 9’ (3’); #AT none; 
  Save F1; ML 12; AL N) have been cultivated here in a location 
  where all three can “see” movement through the arrow slot.  
  Once a shrieker begins making noise, the entire complex is 
  alerted.  It is standard operating procedure that when an 
  intruder is detected, a hobgoblin will open one of the doors to 
  B, which effectively raises the alarm. There is no treasure 
  here. 
  C: This is a watchroom for four hobgoblins (AC 6; HD 1+1; 
  hp 6 each; MV 90’ (30’); #AT 1; D 1d8 (axe) or 1d8 
  (longbow); Save F1; ML 10; AL C) who will attack the party 
  and raise an alarm.  Hobgoblings have 1d6 GP and 1d10 SP. 
  D: This room is the same as area C, although there are six 
  hobgoblins here. 
  E: This is the main common room of the strongpoint.  The 
  ceiling is over 20’ tall here, and normal bats are encouraged to 
  roost here to provide an emergency food supply; these bats do 
  not fight and stay out of combat.  There are five bonfires in 
  this room, and camped around each fire are six hobgoblins 
  (same statistics as in area C) and two bugbears (AC 5; HD 
  3+1; hp 15 each; MV 90’ (30’); #AT 1; D 1d8+1 (axe) or 
  1d6+1 (handaxe); Save F3; ML 10; AL C).  These goblinoids 
  are well-disciplined (the penalty for cowardice is death) and will 
  man the defenses and fight until at least half of them are dead 
  or disabled.  Bugbears have double the coinage of hobgoblins. 
  F: This locked door leads up a flight of stairs to a storeroom.  
  This room contains plenty of arrows, barrels of vile-smelling 
  salted meat, large quantities of pitch, rope, sailcloth and oil, 
  and a variety of tools and supplies useful for an expeditionary 
  beachhead.  It also contains eight stirges (AC 7; HD 1; hp 5 
  each; MV 30’ (10’) or fly 180’ (60’); #AT 1; D 1d3 + drain; 
  Save F2; ML 9; AL N) shut in here as a practical joke; the 
  stirges are roosting in the rafters and will hungrily swoop down 
  as soon as the door is opened.  Apart from the value of the 
  ordinary stores kept here, there is no treasure. 
  G: This is the kitchen, which is ruled over by Mylslavina, an 
  enormous bugbear matroness.  In addition to being wicked 
  and brutal, Mylslavina (AC 5; HD 5; hp 24; MV 90’ (30’); 
  #AT 1; D 1d8+2; Save C5; ML 10; AL C) has the powers of 
  a shaman and casts the following spells as a 3rd level cleric:  
  1st level: Cause Fear, Cure Light Wounds 
  2nd level: Curse 
  
  21 
   
  Mylslavina fights with an enormous cleaver.  However, she has 
  a huge open-front oven where she is roasting four Grubbers 
  on spits; she enjoys grabbing opponents (especially dwarves or 
  halflings) and throwing them into the oven where they will take 
  2d6 fire damage.  Mylslavina is attended by six goblins (AC 6; 
  HD 1-1; hp 4 each; MV 60’ (20’); #AT 1; D 1d4 (knives); 
  Save F0; ML 7; AL C) who will fight despite being slaves.  
  Mylslavina has a bucket with a tarry substance called Asq’lach 
  which is used for healing; if an application is smeared on a 
  wound, it will heal 1d6 hp but will sting so painfully as to make 
  sleep or spellcasting impossible for 8 hours.  There are eight 
  applications of Asq’lach here.  Mylslavina also wears a 
  necklace of polished amber pieces worth 950 GP.  The 
  goblins have no treasure. 
  H: This room serves as the quarters for goblin servants; there 
  are sixteen of them here with the same statistics as those in 
  area G.  This is the back way in and out of the strongpoint, 
  and both sets of doors are kept locked to prevent the goblins 
  from running away, but no special watch is kept to the east as 
  Ruspgurrt expects no trouble from that direction.  The south 
  wall of this room is piled high with pungent-smelling dried 
  fungal matter which is used as bedding and fodder for the 
  geckoes in area K. The goblins are not allowed any treasure. 
  I: Outside the wall, the cave closes in rapidly and descends 
  deeper into the earth, following the river as it penetrates into 
  goblin-held tunnels.  Further information regarding what lies 
  beyond this place can be found in dungeon module OC-3: 
  Tomb of the Feathered Mage. 
  J: The locked door in the south of area E leads up a flight of 
  stairs to the realm of the goblin-kind leadership.  This room is 
  the lair of Snaaart, a Hill Giant (AC 4; HD 8; hp 36; MV 120’ 
  (40’); #AT 1; D 2d8 (club); Save F8; ML 8; AL C).  Snaaart 
  isn’t really a leader so much as heavy artillery, but Ruspgurrt 
  makes him feel he has a position of authority.  Snaaart has all 
  the subtlety of a thrown wrench and will wade into battle.  His 
  treasure is a spinning top built by gnomish master craftsmen; it 
  is made of laminated wood and gold leaf, and will 
  spontaneously turn itself upside down while spinning; it can be 
  sold for 500 GP in a large city.  Snaaart also has 56 GP and 
  112 SP. 
  K: This cave is strewn with fungal bedding and is the lair of 
  Ruspgurrt’s pet giant geckos.  Two geckos (AC 5; HD 3+1; 
  hp 15 each; MV 120’ (40’); #AT 1; D 1d8; Save F2; ML 7; 
  AL N) lurk along the south wall of the room, and a third is 
  sticking to the ceiling just above the entrance.  Unless party 
  members are looking up, it will attack with surprise.  All three 
  lizards are trained to follow Ruspgurrt’s commands, but are 
  naturally hostile and will attack by default. These creatures 
  have no treasure. 
  L: The stairs lead up to Ruspgurrt’s private sanctum.  
  Ruspgurrt (AC 2; HD 6; hp 30; MV 90’ (30’); #AT 1; D 
  1d8+3 (longsword) or 1d8 (longbow); Save F6; ML 11; AL C) 
  has two spyholes that overlook the approach to the 
  strongpoint; they are too narrow to be useful for attack in 
  either direction but are good for keeping informed on what’s 
  going on.  Ruspgurrt has covered every bit of wall, floor, and 
  ceiling with carpets and woven mats raided through the years 
  from the Rookery, and he has a huge four-post bed which was 
  somehow wrestled down here from the surface world.  All of 
  these have been used poorly and have no value.  Ruspgurrt 
  has a locked chest (trapped with an atomizer that creates a 5’ 
  radius acid cloud, doing 2d4 hp) that contains the company 
  payroll: 1,100 GP, 980 SP and a pair of ivory dice worth 120 
  GP.  He has a Potion of Heroism that he will use in dire 
  straits; it allows him to attack as an 8th level fighter and gives 
  him 15 extra hit points.  He fights with a Sword +1, +3 vs. 
  Regenerating Monsters, and he has a ring that he took from 
  the body of a Tytonid long ago: an Owl Ring. 
  Flooding Note: should the party breach the Great Owl Dam at 
  area 9, a wall of water will crash into the strongpoint 
  fortifications and destroy them utterly.  All occupants of areas 
  B, C, D, E, G and H will be killed, and all the walls and debris 
  in those areas will become a heap of wreckage that blocks the 
  doors to the north and south, and also clogs the way east from 
  I – water may flow through, but there is no clear path to travel.  
  Ruspgurrt, Snaaart, and the geckos will be trapped behind the 
  blocked door for two days, at which time Snaaart will batter 
  their way clear; they will then spend another two days clearing 
  a hole in the wreckage at I so they can retreat back to the 
  goblin lands. 
  15. THE FACE IN THE CLIFF 
  In this remote corner of the Dark Rookery, an enormous face 
  has been carved into a vertical section of the cavern wall.  It is 
  the leering face of a hobgoblin, its mouth agape.  The top of 
  the face is two hundred feet above the cavern floor. 
  The eyes of the hobgoblin are dark holes – caves at least 10’ 
  across.  The hobgoblin’s mouth is likewise a cave opening, but 
  twice as large as the eyes; an underground river pours out of 
  the mouth and spills to the floor of the Rookery before 
  continuing on its way.  A litter of bones lies along the base of 
  the cliff. 
  The bottom of the mouth is 30’ above the floor of the cavern, 
  and the eye-caves are 100’ above that.  No obvious stair or 
  path can be seen to reach any of these openings. 
  This sculpture was originally used by the hobgoblins as a lair 
  for their witchdoctors.  The caves are inaccessible except for 
  climbing or flying, magical or otherwise, and made this 
  
  22 
   
  complex relatively secure.  In the present day these caves have 
  been occupied by another owl-hybrid, an Owlmera. 
  The 30’ climb to the mouth is sheer, the rock face smooth and 
  slick with water; a thief must make a Climb Walls check with a 
  -10% penalty.  The gaping mouth of the hobgoblin face opens 
  up to a cave 40’ wide and 80’ deep, with the river flowing 
  down a channel in the middle.  The cave is full of statues 
  frozen with looks of surprise on their faces.  The witchdoctors 
  kept a tame basilisk down here as a defense; the monster is 
  long gone, but may give the party a few bad moments.  More 
  importantly, the cavern is also full of fungus, especially close to 
  the back of the cave.  None of it is dangerous, but there are 
  four shriekers (AC 7; HD 3; hp 14 each; MV 9’ (3’); #AT 
  none; Save F1; ML 12; AL N) who will make noise if they 
  detect intruders.  This will attract the attention of the owlmera, 
  who will fly down from the upper caves to investigate. There is 
  no treasure in this space. 
   
  The river jets into the cave through a 3’ diameter hole at the 
  back of the “throat”; also towards the back of the cave is a 
  passage leading to a 10’ wide spiral staircase climbing upward.  
  This stair rises 100’ feet to a corridor that leads to caves 
  behind the left and right eyes. 
  The cave behind the left eye is the lair of the owlmera (AC 4; 
  HD 9; hp 44; MV 120’ (40’) or fly 180’ (60’); #AT 5 (2 claws, 
  3 bites); D 1d3/1d3/2d4/2d4/3d4; Save F9; ML 9; AL C).  
  The owlmera likes to sit in its lair and paw at its treasure, 
  which it has flown all over the Dark Rookery to collect.  It is a 
  formidable opponent, but fortunately for the party it tends to 
  bicker with itself, the owl-natured griffon and triceratops heads 
  ganging up on the dragon head in perpetual owl-speech 
  squabbles.  It can be easily heard from the staircase and is 
  unlikely to surprise opponents if encountered here. 
  The cave is 40’ long and 20’ wide, and the 10’ wide eye is a 
  window on the far side from the entrance.  The cave is 
  dominated by a huge odiferous nest made of fungal trunks and 
  old bones.  Scattered haphazardly around this bed are the 
  playthings of the owlmera: a suit of Banded Mail +2, a Two-
  Handed Sword +1, +3 vs. Magical Monsters, a Staff of 
  Withering with 15 charges, a Ring of Regeneration, a Potion 
  of Plant Control, Gauntlets of Ogre Power, and a packet of 
  Dust of Disappearance.  There are also 1,460 GP, 739 SP, 
  315 PP, a scattering of loose gemstones worth 1,300 GP, a 
  jeweled golden comb worth 800 GP, and a 100’ long coil of 
  some kind of metallic rope that only weighs 5 pounds and 
  cannot be cut by any means.  Finally, the owlmera likes to sit 
  by the window at night and roast sunwings as they land; it has 
  a collection of 880 cave pearls scattered by the opening. 
  The cave behind the right eye has the same dimensions as the 
  one behind the left eye, but this cave is not occupied.  There 
  are more statues arrayed around this room, including a statue 
  of a manticore that faces the corridor entrance.  This is 
  actually a trapped statue; it will fire 1d4 stone tail spikes at any 
  visible character that approaches within 10’ of it.  The spikes 
  will attack as a 6 HD creature and do 1d6 hp damage if they 
  hit.  The statue does not fire spikes if it is approached from 
  behind.  It can fire up to 20 spikes before it runs out of 
  ammunition.  There is nothing of value here. 
  16. THE BAT CHIMNEY 
  An irregular opening can be seen in this nondescript corner of 
  the Dark Rookery.  It is narrow, only eight feet wide at the 
  base, but it rises and tapers off to a crack some thirty feet 
  above the cavern floor. 
  A faint moaning sound can be heard from within. 
  Parliament is not the only way into the Dark Rookery from the 
  surface world.  This cave is the bottom of a shaft that exits on 
  the shoulders of the mountains north of the Guldspur River.  
  Unfortunately, the Tytonids have discovered this passage and 
  are working on determining how best to explore it. 
  The opening leads 20’ back into a natural cave, 30’x40’, with 
  a rough and uneven floor covered with bat guano.  There are 
  many stalagmites and stalactites here, but a 15’ diameter 
  
  23 
   
  chimney in the ceiling rises beyond the range of vision, even 
  for the eyes of dwarves and elves.   
  A Tytonid party is here.  They are led by a young and 
  ambitious Tytonid magic-user named Bissi-Tom who is 
  planning on using his Levitate spell to explore the chimney, 
  but who is dithering while he works out the best defenses 
  against the bats that he knows lives inside.  Bissi-Tom (AC 5; 
  HD 5; hp 23; MV 120’ (40’); #AT 1; D 1d6 (Rod); Save M5; 
  ML 9; AL C) has a Rod of Dazing, a magical weapon with 12 
  charges that does 1d6 hp on a successful hit, and the user may 
  then burn a charge to make the target save vs. magic; failure 
  means the target is -4 to hit for four rounds.  He also has a 
  Potion of Healing, a scroll with the spell Lightning Bolt, and 
  Bracers of Armor Class 5.  Bissi-Tom casts spells as a 5th level 
  magic-user and has memorized the following spells: 
  1st level: Magic Missile, Shield 
  2nd level: ESP, Levitate 
  3rd level: Fireball 
  The Tytonid force also includes six Tytonid apprentices (AC 8; 
  HD 1; hp 5; MV 120’ (40’); #AT 1; D 1d6 (spears) or 1d6 
  (light crossbows); Save M1; ML 8; AL C) who each know one 
  of the following spells: Charm Person, Detect Magic, Light, 
  Protection from Evil, Sleep, Ventriloquism.  They have two 
  owl boars (AC 6; HD 4; hp 18 each; MV 120'(40'); #AT 1; D 
  2d6; Save F3; ML 10; AL N) whose statistics are found in 
  dungeon module OC-1: A Parliament of Owls; they follow the 
  voice commands of any Tytonid.  Finally there are four 
  Grubbers (AC 8; HD 1d4 hp; hp 3 each; MV 90’ (30’); #AT 
  1; D 1d4 (club); Save F1; ML 6; AL N) who are servants and 
  lackeys for the Tytonids; they fight if commanded, but are not 
  brave and will flee in the face of certain death. 
  These Tytonids are intent on Bissi-Tom’s preparations and 
  have not set a watch; they can be surprised by a cautious 
  party. 
  A 5’ wide passage leads to a small natural side-room.  There 
  are two bound prisoners here – surface-worlders who Bissi-
  Tom captured and compelled to lead him back to the way they 
  got into the Rookery.  Michiko is a 3rd level elf; he has white 
  hair and wears orange robes.  Zandusa is a 5th level thief; she 
  is very beautiful and wears a hood with a (fake) tiara set into it.  
  Both would be very grateful to be set free, and may even help 
  the party with their adventures if invited, but although Michiko 
  is a neutral individual, Zandusa is quite chaotic and will 
  cheerfully steal treasure and sneak away if she can get away 
  with it.  Michiko: (E3, hp 15, S14 I15 W9 D12 C11 Ch13), 
  Zandusa: (T5, hp 16, S12, I14, W10, D16, C12, Ch15).  The 
  DM may place any other characters here as desired. 
  In this same side room is a chest that contains Michiko and 
  Zandusa’s gear, as well as Bissi-Tom’s funds; inside is a suit of 
  elf-size chain mail, a human-sized suit of Leather Armor +1, a 
  Long Sword +1, a Dagger +2 (+3 vs. Goblins, Kobolds and 
  Orcs), a long bow, a short bow, 24 arrows, 10 Arrows +1, a 
  Potion of Healing, and a Rope of Climbing.  There are also 
  65 GP, 71 SP, emerald earrings worth 400 GP for the set, 
  and 720 cave pearls. 
  The shaft above the main chamber rises 600’ more or less 
  vertically, before emerging from a fissure in the side of a 
  mountain a few miles away from Parliament.  The climb is 
  hazardous and will require Climb Walls checks from thieves, 
  the use of knotted ropes, or magical assistance.  Halfway up 
  the shaft, the passage opens up into a 50’ wide cave where 
  60 normal bats (AC 6; HD 1 hp; MV 9’ (3’) or fly 120’ (40’); 
  #AT 1; D confuse; Save F0; ML 6; AL N) and 10 giant bats 
  (AC 6; HD 2; hp 9 each; MV 30’ (10’) or fly 150’ (50’); #AT 
  1; D 1d4; Save F1; ML 8; AL N) attempt to sleep during the 
  daylight hours.  They will remain quiet if left undisturbed, but if 
  bright light is brought into their lair, they will attack. 
  17. PIT OF THE DISCARDED 
  A series of escarpments descends into a low point along the 
  north wall of the Dark Rookery, and an ancient cobblestone 
  road loops and bends to drop down to the bottom, following 
  the course of a stream that flows out of the black lake.  This 
  nadir ends in a large sinkhole, an irregular pit fifty feet across 
  that does not appear to have been worked.  The stream drops 
  over the edge of this chasm, and judging from the deafening 
  noise made by the resulting waterfall, the vertical drop must be 
  quite significant.  A pungent odor rises from this hole. 
  Not all of Ornovael’s creations were deemed to be successes.  
  If he created a living being that he decided was weak or flawed 
  in any way, he callously discarded it – his goal was to bring out 
  the inherent perfection of owls, and he found imperfect 
  creations to be an eyesore. 
  This natural sinkhole provided a convenient means to dispose 
  of such cast-aside creatures.  It drops almost 800’ in several 
  steps before reaching a complex of deeper caves.  Ornovael 
  and his owl-folk threw the unwanted creations into the pit, 
  believing they would perish in the fall.   
  Unfortunately, some of the discarded owl-creations survived at 
  the bottom of the pit.  This area is not detailed in this 
  adventure, but will be important in dungeon module OC-4: 
  Warrens of the Night Hunters. 
  Teetering on the rim of the sinkhole, perhaps only a few years 
  away from falling down the hole, is an Owl Stone similar to 
  those found elsewhere in the Dark Rookery. 
  
  24 
   
  18. NEST OF THE OWL-WASPS 
  In a stand of particularly tall fungal “trees”, a huge insect nest 
  has been built.  It is easily twenty feet tall, filling in the gaps 
  between a half dozen tall mushrooms from the ground up to 
  the underside of their huge caps.  The walls of the nest appear 
  papery, and the structure looks like an irregular honeycomb of 
  compartments each the size of a man. 
  The builders of this nest can be seen buzzing around it – 
  enormous wasps that seem somehow to have been blended 
  with owls. 
  Several years ago the previous Strigid Leader in War, Birri-
  Hroo, led an expedition into the northwest corner of the Dark 
  Rookery. The Strigids hoped that by exploring this relatively 
  remote and unutilized section of the caverns, they might find a 
  way to the surface world to seek the wisdom of humans.  
  Ornovael was a human, after all; other humans might provide 
  them with the guidance necessary to overcome the Tytonids 
  and restore balance to their universe. 
  This naïve plan ended in failure when Birri-Hroo’s group was 
  attacked by Owl Wasps, a particularly unpleasant form of owl-
  hybrid life.  Many of the Strigids were killed, including Birri-
  Hroo, and their bodies were carried away for the owl-wasps to 
  lay their eggs into.  The Strigids abandoned their plan to 
  appeal to surface-worlders, at least until the Tytonids began to 
  scheme of surface-world domination. 
  The nest is not a stout structure; the papery walls of each 
  compartment will not hold the weight of a human, although a 
  halfling could climb inside them without fear of falling through 
  the cells.  The nest contains 25 adult owl wasps (AC 7; HD 
  1+1; hp 6 each; MV fly 150’ (50’); #AT 1; D 1d8 (bite) or 
  1d4 + poison (sting); Save F1; ML 8; AL N) who will all 
  emerge from the nest and aggressively attack any intruder 
  detected within 60’ of the nest; they will pursue all targets up 
  to 500’ away from their nest.  Owl wasps prefer to sting 
  unless defending their nest from the inside; they do not have 
  enough room inside the papery compartments to bring their 
  sting to bear.   
  This nest of wasps can be a formidable challenge for a party, 
  but they have a weakness: smoke.  Smoke in any significant 
  quantity will make the owl wasps torpid and non-aggressive.  
  The smoke of the burning peat from area 20 is especially 
  potent against them, and will automatically put the entire nest 
  to sleep if it is smoked for an hour. 
  One chamber in the heart of the next is larger than the others; 
  it is about 8’ across.  This is where the queen wasp dwells (AC 
  6; HD 3; hp 14; MV fly 150’ (50’); #AT 1; D 2d6 (bite) or 
  1d6 + poison (sting); Save F3; ML 12; AL N) who is just as 
  susceptible to the smoke as the other wasps.  Her chamber 
  contains the bloated carcasses of two goats which are filled 
  with harmless wasp larvae.  The remains of previous egg-
  incubators have fallen to the bottom of the chamber, and 
  mixed in with the bones are the remains of Birri-Hroo’s 
  worldly goods: an Axe +2, a Shield +1 (+5 vs. Arrows), a 
  Potion of Invulnerability, and an Owl Ring.  There are also 
  298 cave pearls. 
  19. MARSH-PONDS OF THE OWL-SNAPPER 
  The river on this high plateau moves slowly, and as it 
  meanders, broad ponds and oxbow lakes have formed.  Insects 
  are thick here, and stands of fungal river-growths choke 
  passage through the area.  The ground underfoot is a sucking 
  mud, and the stench of rot is thick here. 
  An amplified voice can be heard echoing through the fungal 
  trees.  The voice says, using the speech of owl-men, LET THE 
  LIGHT OF REASON ILLUMINATE THE DARKEST 
  CORNERS.  This message repeats every minute. 
  The Tytonids also sent an expedition into the northwest 
  plateau to seek a path to the surface world.  It, too, met with 
  disaster – the Tytonids fell afoul of an ill-tempered Owl 
  Snapper, which killed their leader and sent the rest fleeing for 
  their lives. 
  If the party follows the sound of the voice into the fen, they 
  come across a pond 40’ across.  There is a small mossy island 
  in the middle of the pond, and the extremely loud amplified 
  voice is coming from that.  The island is actually the shell of 
  the owl snapper (AC 3; HD 6; hp 27; MV 30’ (10’) or swim 
  90’ (30’); #AT 1; D 2d8 + clamp; Save F6; ML 9; AL N) 
  which is lying half-submerged in the water.  It will lunge to the 
  attack as soon as anything approaches within range, 
  preferring swimming targets as those can be drowned. 
  The voice is coming from inside the belly of the enormous 
  turtle.  It long ago digested the remains of the unlucky Tytonid 
  leader, but two magical objects are still lodged in its gut: a 
  Medallion of Thoughts, and a Budai of Wisdom.  This second 
  item is a small bronze statuette of a happy Tytonid with a big 
  belly, and it is the source of the loud amplified voice.  This 
  object, if continuously kept on the person of a living being for 
  a full month, will increase their wisdom score permanently by 
  1 (after which point the budai becomes inert).  This is 
  tremendously annoying for everybody else; the voice is 
  EXTREMELY loud and cannot be silenced by any means, 
  including the use of magic; it will certainly prevent sleeping 
  and negate any chance of surprise. 
  
  25 
   
  The owl snapper has no other treasure.  However, its shell 
  could be cleaned out and used to transport the smoking peat 
  from area 20. 
  20. THE SMOKING FENS 
  The wet marshland of the high plateau begins to dry out here, 
  and dark smoke can be seen rising from many fissures in the 
  ground.  Considerable heat radiates from this area, and the 
  strange acrid smoke makes one’s head swim. 
  This area has a naturally occurring seam of peat that lies just 
  under the topsoil.  Geothermal activity in this area has heated 
  the peat just to the point of smoldering, and the entire seam 
  generates a great deal of smoke that rises up through cracks in 
  the dried earth.  Since the peat is composed of the 
  compressed remains of fungi, the smoke has mild psychoactive 
  powers that causes dizziness and sleepiness in those who 
  approach within 100’ of the seam.  However, this effect is 
  relatively light and has no in-game impact on combat ability. 
  The smoke from this peat is extremely effective on the Owl 
  Wasps in area 18, however.  If 100 pounds of the smoldering 
  peat are extracted and transported under the nest, the Owl 
  Wasps will go to sleep for six hours.  Extracting the peat is 
  difficult as it is very hot to the touch; magical fire resistance or 
  insulated gloves are necessary to dig the peat out.  A heat-
  resistant container to hold the peat is also required; the shell of 
  the owl snapper in area 19 would serve this purpose. 
   
   
  
  26 
   
  PART 4: ATHENA, THE OWL CITY
  When the party has assembled the necessary four rings to 
  override Tytonid control of the Owl Stone network, they must 
  return to the Strigid Cliff-Village to determine the next course 
  of action.  Chitti-Zurr will hand the scepter of command to 
  Oola-Rssz, who will then negotiate with the party.  Oola-Rssz 
  hopes to convince the adventurers to act as assassins – to 
  break into the Tower of Tytonid Lore by use of the Owl Stone 
  network, seek out Haffek-Du and his henchmen, and put them 
  to the sword.  Oola-Rssz offers to go with the party to help; if 
  the party has made an ally of Gyvvar-Tsk, he offers to as well. 
  As the only one who knows how to control the Owl Stones, 
  Chitti-Zurr must also go, although she plans to play little role 
  in fighting. 
  As inducement to secure the party’s services, Oola-Rssz will 
  mention that Ornovael gifted his owl-children with eleven 
  powerful magical items, which now are kept as relics by the 
  Tytonids.  If the party agrees to help reunify the Strigids and 
  Tytonids, they may each take one item from this store of 
  treasure, with the exception of a golden falcon statuette that is 
  precious to the owl-peoples. All other treasure held by the 
  Tytonids is theirs, says Oola-Rssz, and no Strigid will make 
  claim upon it. 
  If the party agrees to these terms, Chitti-Zurr will reclaim her 
  Owl Ring.  She and the rest of the attack party assemble at the 
  Owl Stone close to the village, and they must ring the stone 
  with joined hands, with each of the four rings being worn by 
  somebody.  Chitti-Zurr presses her body against the Owl Stone 
  and frowns. 
  “Something is wrong,” says Chitti-Zurr, her voice sing-song 
  and far away, as if she speaks from within a deep trance.  
  “The Owl Stone network is mine to control, now, but there is 
  a void … I do not understand … Ah! Now I see.  Haffek-Du 
  has destroyed the Owl Stone located inside the Tower of 
  Tytonid Lore.” 
  “That fool,” growls Oola-Rssz. “Just because he does not 
  understand or want something, he disposes of it.  Now our 
  plan is foiled.” 
  “Not necessarily,” replies Chitti-Zurr.  “I can still feel the stone 
  located in the Tower of Strigid Craft.” 
  “Of course!” says Oola-Rssz.  “Our tower will be abandoned, 
  and the old maintenance tunnels still link the basements of the 
  two towers.  Doubtlessly the Tytonids have abandoned the 
  tunnels, in their desire to keep their feathers clean … if we 
  don’t mind a few bad smells, we should be able to enter their 
  tower without ever being seen on the streets.” 
  “Then our plan has merely changed,” says Chitti-Zurr, her 
  eyes shut tightly in concentration.  “Brace yourselves!” 
  The world turns inside out. 
  Refer to the description at area 7A for continuation.  The Owl 
  Stone network now works for the rings being used by the 
  party and not for any other rings; Chitti-Zurr can show all ring-
  wielders how to use the teleportation function in the event that 
  she falls during the raid. 
  CITY OF ATHENA’S DEFENSES 
  The City of Athena is ringed by a series of towers joined 
  together by stone wall sections.  Towers are 30’ tall with 
  conical roofs and are pierced on the 2nd and 3rd levels with 
  arrow slots.  Walls are 20’ tall and 5’ thick, with a crenelated 
  parapet on top.  There is actually an inner and an outer wall, 
  with a 20’ wide yard running down the middle. 
  The lowest level of each tower is a single room occupied by an 
  owl bear (AC 5; HD 5; hp 23; MV 120’ (40’); #AT 3 (2 claws, 
  bite); D 1d8 + hug (claws) and 1d8 (bite); Save F3; ML 9; AL 
  N) and with only one door on the outside of the tower.  In the 
  event of a general alarm, tower defenders will raise the owl 
  bear gates, releasing the owl bears on the outside of the city 
  wall.  Owl bears cannot be trained but are generally ferocious 
  and will attack anything they come across.  The top level of 
  each tower has a gong which is ordered sounded by the tower 
  commander; each tower’s gong has a distinctive sound, 
  allowing the entire city to know which part of the city is 
  threatened.  The tower is staffed by 20 Tytonid apprentices 
  (AC 8; HD 1; hp 5 each; MV 120’ (40’); #AT 1; D 1d6 
  (spear) or 1d8 (heavy crossbow); Save M1; ML 8; AL C) who 
  have memorized either Magic Missile or Sleep, and a Tytonid 
  tower commander (AC 8; HD 3; hp 14; MV 120’ (40’); #AT 
  1; D 1d6 (spear) or 1d8 (heavy crossbow); Save M5; ML 10; 
  AL C) who casts spells as a 3rd level magic-user and has 
  memorized the following spells:  
  1st level: Detect Magic, Magic Missile 
  2nd level: ESP 
  Each section of wall is patrolled by twelve Tytonid apprentices, 
  same statistics as in the towers, but who have memorized a 
  mix of Magic Missile, Sleep, and Light.  Each Tytonid who has 
  
  27 
   
  memorized a Light spell has a trained bat with them at all 
  times.  When the alarm is sounded, the Tytonid casts Light on 
  the bat’s tail and releases it.  The bat is trained to seek out 
  movement outside the city walls and will use their echo-
  location to seek out targets, even invisible ones.  Each wall 
  section has a wall commander with the same statistics as a 
  tower commander.  The yard between the two walls is a run 
  for three owl boars (AC 6; HD 4; hp 18 each; MV 120’ (40’); 
  #AT 1; D 2d6; Save F3; ML 10; AL N) which are trained to 
  attack anything entering their run, and can smell unseen 
  targets.  A gate leads from this yard to the city interior; it is 
  kept locked and barred. 
   
  The city has a North Gate and a South Gate, both contained 
  inside fortified barbicans.  Two sets of portcullises surround a 
  murder court, which is subject to attack from above and from 
  the sides.  The gate structure is held by thirty Tytonids and two 
  commanders as described in the towers; additionally, there is a 
  Gate Captain (AC 6; HD 5; hp 23; MV 120’ (40’); #AT 1; D 
  1d6+1 (spear) or 1d8 (heavy crossbow); Save M5; ML 10; AL 
  C) who casts spells as a 5th level magic-user and knows the 
  following spells: 
  1st level: Charm Person, Light 
  2nd level: Detect Evil, Arcane Lock 
  3rd level: Clairvoyance 
  Note that the intent to enter the city without authorization 
  counts as “evil” for purposes of the function of the Detect Evil 
  spell. 
  The skies over Athena are patrolled by hippogriff units.  Each 
  unit consists of four hippogriffs (AC 5; HD 3+1; hp 15; MV 
  180’ (60’) or fly 360’ (120’); #AT 3 (2 claws and 1 bite); D 
  1d6 (claws) and 1d10 (bite); Save F2; ML 8; AL N) ridden by a 
  Tytonid equivalent to a tower commander.  If they encounter 
  serious flying opposition, one will return to the Tower of 
  Tytonid Lore to report while the others attack. 
  Should something that requires investigation occur outside the 
  city walls, the Tytonids will assemble an Attack Party within 
  one turn.  This group will consist of twelve Tytonid 
  apprentices (same statistics as those in the towers) with a mix 
  of Magic Missile and Sleep spells; one sergeant (with the same 
  statistics as a tower commander), and two owl boars (same 
  statistics as those between the walls).  The sergeant will have a 
  bat with him that is trained to carry messages back to the 
  closest gate captain. 
  LAYOUT OF THE CITY 
  Refer to the City of Athena Map. 
  The Owl City was originally designed to support up to 3,000 
  Tytonids and a similar number of Strigids.  The city is laid out 
  in Tytonid and Strigid quarters, divided by a winding main 
  road that enters town at the North Gate, passes through a 
  plaza surrounding the enormous Statue of Ornovael, and 
  terminates at the south gate.  The portion of town northeast 
  of this road is the Strigid quarter; the portion to the southwest 
  is the Tytonid quarter. 
  Both quarters were laid out with private residences, businesses, 
  and workshops surrounding the quarter’s Tower, which was 
  where all administrative and leadership functions were housed.  
  Today, however, the Strigid quarter is largely abandoned.  The 
  tower stands empty and many of the structures in the quarter 
  are collapsing or have been cannibalized for building materials.  
  Only roving bands of idle Grubbers routinely visit this half of 
  the city. 
  
  28 
   
  In contrast, the Tytonid quarter is full and well-maintained, 
  although the workmanship of Grubber repair crews leaves 
  something to be desired.  Tytonids live in communal houses 
  where 2 to 4 families are quartered.  All males serve as soldiers 
  in addition to their normal civilian duties.  Tytonid females 
  have clerical powers in worship of Ornovael, but under Haffek-
  Du’s leadership this aspect of Tytonid culture has been 
  diminished; there are no longer any public services to 
  Ornovael, and few Tytonid females have been allowed to 
  progress higher than the 1st level of clerical ability.  Most 
  Tytonids will be automatically hostile to the party, but there 
  are a few who are sympathetic to the cause of reuniting the 
  owl peoples; if good diplomacy is exercised on Tytonids 
  isolated from their leadership, there is a flat 25% chance that 
  they will help the party. 
  The streets of the city are busiest at night, which is the natural 
  active time for owl-folk; the daylight hours are important for 
  the cultivation of crops and the normal life-cycles of many 
  creatures in the Dark Rookery, but most Tytonids sleep at this 
  time.  In addition to the defenses on the walls, patrols 
  consisting of six Tytonid apprentices (same statistics as those 
  in the towers) make regular circuits around the city; they 
  attempt to take any suspicious characters into custody and 
  bring them to the Tower of Tytonid Lore for questioning by 
  their leaders.  
  The City has a series of wells drilled at regular locations around 
  town; the ones in the Tytonid quarter are fresh, but those in 
  the Strigid quarter have stagnated.  Wastewater is piped from 
  the various structures into large sewers, which lead eventually 
  out to septic fields; see area 7B for more information. 
  At night, Sunwings descend from the Sunslug looking for 
  organic material to digest.  Every occupied structure in Athena 
  has a fogger – a pot of alchemically prepared oil that is set 
  over coals to slowly produce an aromatic fog.  This vapor is 
  offensive to Sunwings which shy away from the city and do 
  not bother its occupants.  The foggers are not lit in the Strigid 
  quarter, however, making that area dangerous at night as the 
  Sunwings look for food. 
  Within the City of Athena, lettered encounter areas are as 
  follows: 
  7A. THE TOWER OF STRIGID CRAFT 
  After what feels like an eternity of strobing lights and 
  unpleasant disorientation, you find yourself in another place 
  entirely. An Owl Stone very similar to the one near the Strigid 
  Village stands in the center of a 40’x40’ room.  Narrow 
  windows admit enough sunlight to reveal that the room is a 
  wreck.  Wall hangings lie torn on the floor, and moldering rugs 
  have been chewed by vermin.  Broken furniture lies carelessly 
  stacked against one side, and a variety of unidentifiable stains 
  discolors the walls and ceiling.  The place smells of mildew and 
  urine.  A door hangs askew on one hinge in the sole doorway 
  exiting this room. 
  This room lies on the top level of a four-story tower.  This 
  structure was once the pride of the Strigid people, rivaling the 
  magnificence of the Tower of Tytonid Lore on the other side 
  of the city.  It has been abandoned for many years, however, 
  and during that time the Tower of Strigid Craft has not been 
  treated kindly.  Tytonids instructed their Grubber servants to 
  loot anything of value from the place, and make a ruin of the 
  rest.  The Grubbers have done as they were instructed, and 
  there is no corridor or chamber in the tower that is intact. 
  A winding staircase allows travel from the top level down to 
  the ground floor, and also to a basement level.  No map of the 
  tower is provided; each level is the same, an abandoned ruin. 
  The exception is the ground floor. 
  The stair opens onto a large foyer; its grand doors are missing, 
  and the largely derelict Strigid quarter can be seen outside.  A 
  group of seven Grubbers have made a bonfire in the middle of 
  the lobby and are dispiritedly sitting around it.  These creatures 
  are shirking work by hiding in a place where few Tytonids visit; 
  they are not on guard duty and are not expecting visitors, 
  especially not surface-worlders.   
  The party must pass the grubbers to reach a separate stair that 
  leads to the basement of the tower.  How they deal with this 
  encounter is up to the adventurers; the Grubbers (AC 8; HD 
  1d4 hp; hp 3 each; MV 90’ (30’); #AT 1; D 1d4 (club); Save 
  F1; ML 6; AL N) can be easily defeated in combat, although 
  they will run at the first opportunity.  The Grubbers are easily 
  cowed and can be threatened into remaining quiet without 
  much trouble – they would have to admit their laziness to the 
  Tytonids if they alert the watch.  This encounter is not meant 
  to test the party’s skill in battle, but their diplomacy and mercy 
  (or lack thereof). 
  The basement is just as abandoned and looted as the rest of 
  the tower.  A narrow tunnel entrance is blocked by an iron 
  gate whose latch is rusted shut; a few blows with a weapon is 
  enough to open this entrance to the maintenance tunnels. 
  7B. THE UNDERTUNNEL 
  The maintenance tunnel under the City of Athena has very 
  little head-height, with the ceiling peaking to only 7’ overhead.  
  The left-hand side of the tunnel is a sewer, leaving a walking 
  surface only 5’ wide on the right-hand side.  Pipes spill 
  nauseating waste into the sewer at irregular intervals; the 
  stench is terrible.  There are regular cressets for torches along 
  the right side of the wall, but they are all empty and rusting. 
  
  29 
   
  The tunnel starts out 10’ wide at the basement of the Tower 
  of Strigid Craft, but as more and more pipes drain into its 
  sewer, it expands to 15’ wide, 10’ of which is sewer.  
  Harmless rats and spiders scurry about.  The odor of the sewer 
  is vile but not actually harmful unless a character enters the 
  sewage; they must then make a saving throw vs. poison or 
  become nauseated for ten minutes, taking a -2 penalty to hit 
  and damage during that time.  Little upkeep has been 
  performed in these tunnels since the Strigids departed the city; 
  pipes are rusting through, and sewage puddles on the walkway 
  are commonplace. 
  Under the center of town, the maintenance tunnels and sewers 
  running from the two towers converge at a central waste 
  nexus; refer to the Area 7B Map.  The sewers flow into a large 
  open reservoir; from there they flow southeast through a sub-
  surface pipe to a waste treatment field.  The walkway skirts the 
  perimeter of this room, but a narrow bridge also crosses over 
  the deepest part of the reservoir; this was once used to 
  unblock clogs in the discharge pipe. 
  This room is occupied by two failed experiments of Tytonid 
  hybridization science: a mated pair of Owlughs (see Part 7).  
  These creatures live in the sewers, digesting the ordure and 
  filth generated by the city above.  They control the vermin 
  population and are therefore tolerated, although they are not 
  above attacking and eating anything that ventures into their 
  home. 
  The owlughs (AC 4 or 6; HD 6; hp 30, 28; MV 60’ (20’); 
  #AT 3 (2 tentacles and 1 bite); D 2d4 (tentacles) and 2d8 + 
  disease (bite); Save F6; ML 9; AL N) lurk in the areas marked 
  ‘x’ with only the tips of their sense organs extended above the 
  level of the sewage; this makes them very hard to spot.  The 
  owlugh to the north allows the party to pass it, whether they 
  are moving along the walkway or the bridge, and then both 
  creatures attack when the characters are trapped between 
  them.  The owlughs attempt to pull victims into the sewage, 
  which will have the effect as noted above.  If they fail morale, 
  they will flee down the discharge pipe and will not return for a 
  long time. 
  The owlughs have made a nest under the bridge, in the 
  deepest part of the sewer.  In the stinking heap of junk is a 
  metal barrel, still intact and well-sealed; this is an Apparatus of 
  the Crab that was originally used for sewer maintenance work. 
  The tunnel that leads to the northwest from the nexus room 
  ends at a spiral stair leading upwards.  This stair rises up inside 
  the body of the Statute of Ornovael, and climbs hundreds of 
  feet before emerging through a hatch on the upraised palm of 
  the wizard.  This 15’x15’ platform is empty, but it will be 
  important in dungeon module OC-5: A Screech From 
  Beyond. 
  Beyond the nexus room, the maintenance tunnel continues 
  on, this time with the sewer on the right-hand side, until it 
  reaches a locked iron gate leading into the basement of the 
  Tower of Tytonid Lore. 
  Tower of Tytonid Lore General Notes 
  The Tower of Tytonid Lore is the nerve center of the Tytonid 
  organization.  The Tytonid leadership is fundamentally 
  paranoid, and so even though no serious attacks have been 
  made on the City of Athena in many years, Haffek-Du 
  imagines attacks from within are imminent.  As a result, the 
  tower has many defenses in place, and a large number of 
  guards whose job is to protect their leader. 
  When this scenario begins, however, overall readiness in the 
  tower is poor.  The lack of serious threats inside the city has 
  caused guards to be inattentive and discipline to be relaxed.  
  Before the alarm is raised, no regular patrols move through 
  the building, and hence no random encounter checks should 
  be made.  Additionally, during this period of low alert, any 
  time a check must be made to see if guards see, hear, or 
  otherwise notice the party, two checks should be made and 
  the DM should use the worse result of the two.   
  Once a tower occupant has the chance to sound a warning, 
  however, normal checks for detecting the party apply.  
  Additionally, every two turns there is a 1 in 6 chance that a 
  tower patrol will be encountered.  This patrol consists of six 
  Tytonid apprentices (AC 8; HD 1; hp 5 each; MV 120’ (40’); 
  #AT 1; D 1d6 (spear); Save M1; ML 8; AL C) who each know 
  one of the following spells: Charm Person; Hold Portal; Light; 
  Magic Missile; Shield; and Sleep.  One of them holds a chain 
  leash on an owl boar (AC 6; HD 4; hp 18 each; MV 120’ 
  (40’); #AT 1; D 2d6; Save F3; ML 10; AL N), which is 
  capable of smelling hidden or even invisible targets.  If a patrol 
  encounters the party, one will immediately flee to warn the 
  closest Tytonid leaders while the others fight. Each Tytonid 
  has 1d6 cave pearls. 
  The chief means of raising the alarm in the building is via the 
  fountains.  There are a number of water basins on all levels of 
  the tower that have fresh water piped up the building using 
  unknown magic.  There is a bas-relief carving of a screech owl 
  above this water basin, its eyes seeming to glare at the 
  observer.  If any being looks into the eyes of the carving and 
  says (in owl speech) “Warning!”, the owl’s beak will open and 
  it will begin screeching “Alarm! Alarm!” loudly enough that it 
  can be heard in every room of the building.  This alarm can 
  only be silenced by Haffek-Du or his two lieutenants (General 
  Siffik-Ri and the priest, Farraf-Hrr) by holding their Raptor 
  Rings (See area 7M) in front of the carving and saying 
  “Desist.” 
  
  30 
   
  The Tower of Tytonid Lore should be considered a dynamic 
  environment.  While Tytonids and their allies and leaders will 
  commonly be encountered in the rooms indicated, this may 
  change in response to the party’s actions.  This may also 
  change according to the time of day; different unique Tytonids 
  have different activity cycles, and this is listed in each room 
  description.  Guards and other unnamed Tytonids work in 
  shifts, and should be considered to be on duty around the 
  clock. 
  In the event that Tytonids on the ground floor become aware 
  that a general invasion of their headquarters is underway, 
  guards may attempt to leave the building and secure 
  reinforcements.  If this is allowed to happen, one typical City 
  of Athena patrol (see Layout of the City) will arrive on the 
  scene each turn. 
  Typical room walls and floors are bare stone, with stone 
  beams holding up floor slabs 15’ overhead.  Doors are made 
  of a fungal wood analog, bound with iron fittings, and are not 
  lockable unless otherwise noted.  Rooms are lit by small 
  crystals with Continual Light spells cast upon them and 
  permanently set into wall sconces; although owl-folk can see 
  well in the dark, reading ink on paper is impossible without 
  light.  Each such light has a hood that can be dropped upon it 
  when darkness is desired. Addtionally, rooms on exterior walls 
  have several high, narrow windows that can be screened with 
  curtains; these windows simply do not exist from the building’s 
  exterior, and the tower façade appears smooth and unbroken.  
  These windows cannot be opened or broken.   
  For information on areas 7C through 7H, refer to the map of 
  the Tower of Tytonid Lore – Lower Level. 
  7C. STORAGE ROOM 
  The maintenance tunnel that runs under the City of Athena 
  ends abruptly at a gate made of iron bars.  The lock and 
  hinges of this gate seem rusted but serviceable.  Through the 
  bars, you can see what appears to be a disused storeroom, 
  20’x30’.  Stacks of trestle tables, chairs precariously piled 
  three high, huge ceramic pots for growing fungus, broken 
  bookcases, piles of plates, and several stacks of metal bowls 
  cram almost every available inch of the room up to height of 
  about 6’.  Narrow trails seem to wend through a delicately 
  balanced maze to the lone exit on the far side.  The sound of 
  many voices can be heard coming from the passageway 
  beyond. 
  Each individual attempting to move through this crowded 
  storeroom quietly must move no faster than 10’ each round.  
  Even then, they must roll a d20 equal to or under their 
  Dexterity, or bring one of the stacks of items down with a 
  clatter, alerting the occupants of area 7D. 
   
  There are several solutions to this problem, including the use 
  of magical silence, attempting to quietly shift items into the 
  maintenance tunnel (the Grubbers at 7A might be recruited for 
  this purpose), or some other ruse.  There is nothing of value in 
  the junk in this room. 
   
  7D. GRUBBER VATS 
  This large, dank basement area has been equipped as some 
  kind of alchemical laboratory.  Huge copper vats line the 
  center of the room, the liquid inside bubbling and fuming.  
  Riveted steel boxes along the south wall spew a greenish 
  smoke from narrow stacks.  A group of scruffy, dispirited owl-
  men work around the equipment -- stirring the vats, feeding 
  fires, taking samples – while a lone Tytonid overseer shouts 
  orders and cracks a long bullwhip.   
  There are doors to the north and west.  A stair rises out of 
  sight from the northwest corner of the room.  A barred 
  archway to the northeast leads into darkness.  Carvings in the 
  south wall seem to show Strigid workmen toiling to lay down a 
  building’s foundations while Tytonids look on approvingly. 
  There are eight Grubbers (AC 8; HD 1d4 hp; hp 3 each; MV 
  90’ (30’); #AT 1; D 1d4 (club); Save F1; ML 6; AL N) working 
  here under the direction of a Tytonid overseer (AC 7; HD 3; 
  hp 14; MV 120’ (40’); #AT 1; D 1d4 (whip); Save M3; ML 8; 
  AL C).  The overseer’s whip can trip any being it hits if that 
  creature fails to save vs. petrification.  The Tytonid knows the 
  spells Shield, Protection from Evil, and Mirror Image. 
  This room is the laboratory where all Grubbers are made.  
  Cocoons are created in the vats, carefully grown until they are 
  a mass weighing about fifty pounds.  Grubbers then transport 
  these to the ovens along the south side of the room, where 
  they further develop and “hatch” after several days.  Several 
  half-grown Grubbers are dimly visible through green glass 
  windows in the steel boxes. 
  The overseer commands his Grubbers to engage the party 
  while he casts his spells on himself.  He then engages the 
  party in combat.  This Tytonid is unpopular and has been 
  consigned to this unpleasant duty in the squalid basement; he 
  hopes that he can defeat the party alone and gain enough 
  glory to return to Haffek-Du’s good graces.  He therefore will 
  not attempt to summon assistance.  He has no treasure, but 
  does have keys to area 7E. 
  The sound of many voices can be heard from the stairs leading 
  up to area 7I. 
   
   
  
  31 
   
  7E. CAPTIVE ROOM 
  This 20’x20’ chamber is secured by a locked gate of iron bars; 
  it is a large jail cell.  The floor is covered with dried fungal 
  vegetation and smells like it has not been changed in some 
  time.  There are sets of manacles and chains bolted to the 
  west, south, and east walls.  Only one captive is secured here, 
  locked in a standing position along the south wall; it is a burly, 
  powerfully built Strigid who has been plucked of all his 
  feathers. 
  The captive on the wall is Karfel-Chee, once a great warrior 
  for the Strigid peoples (if Oola-Rssz is with the party, he will 
  vouch for Karfel-Chee’s prowess).  Karfel-Chee was captured 
  by the Tytonids many months ago and was feared killed; 
  however, he was instead imprisoned, tortured, and his feathers 
  were used as starter material to create Grubbers.   
  Karfel-Chee (AC 7; HD 5; hp 23; MV 120’ (40’); #AT 1; D 
  1d6+1 or by weapon+1; Save F5; ML 9; AL N) is enraged at 
  his captors and will cheerfully join the party by taking up arms 
  against the Tytonids.  Unfortunately, captivity has driven him 
  insane.  Karfel-Chee is incapable of remaining silent, keeping 
  up a continuous monologue of nervous babbling, laughter, and 
  bird-noises, even while asleep.  Additionally, when in combat 
  he continuously acts as if under the effects of a Confusion 
  spell.  He has no treasure. 
  7F. GRUBBER QUARTERS 
  This low-ceilinged vault appears to have once been a storage 
  room for tools, judging from the empty hooks and racks along 
  the south wall.  It has been cleaned out, however, to make 
  room for multiple rows of hammocks suspended from hooks 
  on the ceiling.   
  There are carvings on the north wall of Strigid workmen 
  assembling some kind of massive stone structure.  A group of 
  the owl-men strain at a tall stone block. 
  This room has enough hammocks for 40 Grubbers, but at the 
  present time only 20 Grubbers (AC 8; HD 1d4 hp; hp 3 each; 
  MV 90’ (30’); #AT 1; D 1d4 (club); Save F1; ML 6; AL N) are 
  here, resting before they need to return to performing the 
  drudgework of the tower.  They will attack intruders but will 
  surrender and beg for mercy if half are killed.  They have no 
  treasure but can provide fairly detailed information regarding 
  the tower’s layout. 
  The Grubbers are completely ignorant of the secret door in the 
  north wall.  The carving of the large rectangular stone block is 
  the door itself; examination of the carving reveals that the 
  block is depicted as resting on stone rollers, and one of these 
  can be turned to cause the door to open a hand’s breadth.   
  7G. HIDDEN VAULT 
  The secret door opens up into a room full of stone-working 
  and metal-working tools, all coated in a thin layer of oil, and 
  apparently intact despite their obvious age.  In the northeast 
  corner, a hulking form is shrouded by an oilskin dust-cover. 
  This room was a storeroom built by Shazzek-Ra to store 
  special tools to assist the Strigids in building.  He never shared 
  the secret of this vault with Haffek-Du, and so it has remained 
  forgotten for many years.   
  Most of the tools here are specially crafted and imbued with 
  magical powers.  There are enough tools here to equip a work 
  group of 30 individuals, and if they use this equipment to build 
  fortifications as per the rules in the Labyrinth Lord Core Rules 
  (Page 127), or to work metal as per the blacksmithing rules 
  (Page 48), the time necessary is halved.   
  Leaning against the wall near these tools is an ordinary looking 
  shovel handle, but this radiates magic.  It is actually a Staff of 
  the Mole, and it is usable by magic-users.  It allows the user to 
  cast Transmute Rock to Mud with one charge, or Move Earth 
  with two charges.  The staff has 18 charges. 
  The massive shape under the tarpaulin is an owlmaton (see 
  Part 7).  This construct (AC 2; HD 7; hp 35; MV 30’ (10’); 
  #AT 2; D 2d8; Save F6; ML 12; AL N) has lain dormant here 
  since Ornovael created it and shows no signs of wear.  A 
  plaque hangs by a chain from its neck, and etched into this 
  board are the commands that apply to this automaton: 
  • 
  MATAO: Halt 
  • 
  ABATU: New Instructions Follow 
  • 
  YTTRA: Delete Old Instructions 
  • 
  ISK: Follow 
  • 
  JEVETO: Attack Mode; Designate Target 
  • 
  GAUDRO: Dig, Designate Spot 
  • 
  UWEL: Carry, Designate Object 
  • 
  RUTT: Hold, Designate Target 
  • 
  MIHAN: Guard, Designate Area 
  • 
  KODUR: Build, Instructions Follow 
  The owlmaton will follow all commands given to it by those 
  who know the command words.  It can climb stairs. 
  7H. CENTRAL SHAFT 
  On every level of the building, the 6’ tall door to this shaft is 
  locked.  The three leaders of the tower have keys. 
  The door opens onto a vertical shaft, 15’x15’, which 
  apparently rises through the entire height of the tower.  The 
  shaft is otherwise empty; there are no stairs, ladders, ropes, or 
  other means for ascending or descending. 
  
  32 
   
  This shaft is used to haul heavy objects up and down the 
  tower.  There is a hook and heavy block and tackle suspended 
  in the center of the shaft roof on the top level, and a very long 
  chain is looped around a hook by the door of the shaft on 
  Level 5.  This chain could be dropped down to aid in climbing 
  the shaft.  Usual chances apply for a thief’s Climb Walls 
  checks; unskilled climbers can climb a chain or a knotted rope 
  if they roll equal to or under their Dexterity score on a d20.   
  Use of this shaft is common enough that noise made while 
  climbing is unlikely to attract attention from the tower 
  occupants. 
  For information on areas 7I through 7M, refer to the map of 
  the Tower of Tytonid Lore – Ground Floor. 
  7I. ENTRY LOBBY 
  Massive bronze double-doors to the south, plainly the front 
  doors of the tower, give way to an enormous vaulted lobby 
  flanked with marble columns.  Frescoes on the west and east 
  walls show Tytonids triumphing over obstacles – defeating 
  hobgoblins, performing mighty magics, and carving a home 
  out of an underground wilderness.  There is no sign of any 
  Strigids in these illustrations. 
  The lobby is full of Tytonids, formed into groups along the east 
  and west walls of the room.  In the center of the room, a pair 
  of monsters (a gargoyle and a miniature Tyrannosaurus Rex) 
  are engaged in combat, and the two sides of spectators are 
  cheering them on. 
  Small doors exit to the north, east, and west.  A stair rises up 
  to the northwest, and another descends to the northeast. 
  Two squads of Tytonids are engaged in a friendly competition 
  to pass the time.  Each squad of eight Tytonid apprentices (AC 
  8; HD 1; hp 5 each; MV 120’ (40’); #AT 1; D 1d6 (spears) or 
  1d6 (light crossbows); Save M1; ML 8; AL C) is led by a mage 
  captain (AC 7; HD 4; hp 18; MV 120’ (40’); #AT 1; D 1d8 
  (longsword) or 1d6 (light crossbow); Save M4; ML 10; AL C).  
  Each apprentice knows one of the following spells: Charm 
  Person x2, Light x2, Magic Missile x2, Sleep x2.  Each mage 
  captain knows Shield, Magic Missile, Arcane Lock, and ESP. 
  Each mage captain also a scroll of Phantasmal Force x2. One 
  Phantasmal Force spell has been cast off each scroll already, 
  and the monsters dueling in the middle of the room are 
  actually illusions under each captain’s control.  The illusory 
  monsters are not solid, but the illusions appear very real until 
  observers save vs. magic. 
  Should the lobby guards detect intruders, the guard captains 
  will dispatch one Tytonid to the nearest fountain to raise the 
  alarm, and the rest will engage.  The illusory monsters will 
  engage the party, which requires the mage captain to 
  concentrate on making them ‘attack’ as their action; the other 
  Tytonids will cast their spells.  Any attack on a monster will hit 
  AC 9; when struck, the illusion will vanish.  Illusory monsters 
  attack with the same hit dice as the mage captains; if they hit, 
  they do 1d6 hp of imaginary damage.  Characters “slain” by 
  imaginary damage fall unconscious and will not wake up for 
  1d6 turns. 
  Each Tytonid apprentice has 1d6 cave pearls.  Mage captains 
  have 20 cave pearls and a badge of office: a golden chain with 
  an owl-head clasp worth 120 GP. 
  7J. MESS HALL 
  Rows of trestle tables and benches fill this room.  The floor is 
  strewn with dried lichen straw and scraps of food. 
  This room is presently abandoned. 
  7K. KITCHEN 
  A joint of meat roasts on a spit in an open hearth to the 
  north.  The east and west walls of this room have butcher-
  block counters and shelves, and a large block of knives stands 
  to the south next to a tinkling fountain set into the wall. 
  This room is occupied by Chef, a special iron animated statue 
  (AC 4; HD 6; hp 27; MV 30’ (10’); #AT 4 (2 skillets, 2 
  knives); D 1d8 (skillet) and 1d4 (knife); Save F6; ML 11; AL N) 
  created by Ornovael to serve this tower.  It has four arms.  
  The lower arms have cast-iron skillets for hands; the upper 
  arms have 8-fingered hands that are very nimble for cutting 
  food.  As with ordinary iron animated statues, if an attacker 
  hits it with a non-magical weapon, they must save vs. spells or 
  their weapon will be lodged in Chef, irretrievable unless the 
  statue is killed. 
  When the party enters the room, Chef is washing its skillets 
  out in the fountain.  When it detects intruders, it will turn and 
  attack, wielding skillets as clubs and throwing knives from the 
  nearby knife block.  There are 10 ordinary kitchen knives and 
  one cleaver which will do 1d6 hp; Chef throws this last.  Chef 
  is +2 to hit with thrown knives owing to its culinary skills.  
  Chef cannot be magically slept but can be reasoned with by a 
  Tytonid.  It speaks the language of owl-folk but has little to say 
  on subjects other than food, and has no treasure.  Chef is on 
  duty continuously. 
  7L. BARRACKS 
  Rows of bunk-beds dominate this spartan dormitory. 
  Each of these buildings has enough bunks for 24 Tytonid 
  apprentices and 3 mage captains.  Only 16 Tytonids and 2 
  
  33 
   
  mage captains are present at any given time; the remaining 8 
  are on duty elsewhere in the Tower.  One squad consisting of 
  8 apprentices and its mage captain is sleeping, the lights 
  dimmed on that side of the room.  The other squad is awake 
  and resting, engaging in various games of chance or reading.  
  The awake squad has the same statistics as each squad in area 
  7I; the sleeping squad is also the same but has no memorized 
  spells, having cast them all on the previous day.  They have 
  the same treasure as the squads in 7I as well. 
  If the alarm is raised, squads will wait to receive orders from 
  the General in area 7M before leaving their rooms.  Sleeping 
  guards will wake up in 1 round and have their weapons ready 
  in 1 round more. 
  7M. TRAINING ROOM 
  This large room’s walls and floors are padded with a mattress-
  like material.  Three silver statues stand along the walls of the 
  room.  The statue to the west holds a quarterstaff.  The statue 
  to the north carries a wand.  The statue to the east has open 
  hands.  All three statues have completely featureless faces and 
  heads. 
  This room serves as the combat training room for General 
  Siffik-Ri, Haffek-Du’s Minister of Defense and the greatest 
  warrior of the Tytonid people.  He spends much of his time 
  here, and will be found here by the party unless a general 
  alarm summons him elsewhere, or for eight hours during a day 
  cycle when he sleeps in his quarters (area 7AA). 
  General Siffik-Ri (AC 4; HD 7; hp 45; MV 120’ (40’); #AT 1 
  (sword + spell); D 1d8+3; Save F7; ML 11; AL C) wears both 
  an Owl Ring and a Raptor Ring.  This second magical item is 
  made of black iron worked to resemble talons grasping the 
  wearer’s finger.  It grants the wearer the following abilities:  
  • 
  They have the protective capabilities of a Ring of 
  Fire Resistance. 
  • 
  The wearer gains +10 hp. 
  • 
  Once per day, the wearer may exert control over an 
  owl-hybrid monster as if a Charm Monster spell had 
  been cast. 
  • 
  The wearer may deactivate the alarms in the Tower 
  of Tytonid Lore. 
  General Siffik-Ri does not wear armor, and he prefers the 
  Strigid practice of wearing a harness with pouches instead of 
  human-like garments.  He wears Armor Bracers AC 5 and 
  wields a Longsword +2.  The general has trained in fighting 
  and magic for so long that he has gained the unique ability to 
  cast spells through his sword while fighting; in any round he 
  can make an attack and also cast one of his spells at the same 
  time.  General Siffik-Ri casts the following spells at 5th level: 
  1st level: Magic Missile, Protection from Evil 
  2nd level: Invisibility, Web 
  3rd level: Lightning Bolt 
  The general has felt unchallenged for a long time, and he will 
  cheerfully cast Protection from Evil before engaging the party 
  in combat.  He saves his Invisibility spell for last, using it to 
  make an escape should he find himself in real trouble.   
   
  Another thing he will do before joining a fight will be to shout 
  “TRAIN!” -- which is the command to activate his training 
  dummies.  Each of the three statues has been enchanted to 
  serve as a sparring partner.  The statues all have AC6 and will 
  stop moving when they take 15 hp of weapon damage; they 
  are immune to spells.  The statue with the quarterstaff attacks 
  as a 5 HD creature and does 1d8+2 hp damage on a hit.  The 
  open-handed statue also attacks as a 5 HD creature; it will 
  only do 1d4 hp damage on hit, but it will also disarm its 
  opponent, throwing its weapon across the room.  The statue 
  with the wand will not make a physical attack, but once per 
  round it will shoot a small ball of fire at an opponent, who 
  must save vs. magic or take 2d6 hp damage.  All statues will 
  attack the individual closest to them; the general knows this 
  and will move to ensure that he is not attacked.  All statues 
  stop moving when anybody shouts “REST!” 
  If the general alarm sounds, General Siffik-Ri will take 2 
  rounds to move to the lobby to question the mage captains 
  there.  He will then rouse the guards in the ground floor 
  barracks room and will send them out to patrol the Tower in 
  squads looking for trouble.  He himself will go to the audience 
  hall in area 7Z to consult with Haffek-Du. 
  
  34 
   
  General Siffik-Ri is committed to all-out war on the surface 
  world; he will not negotiate with surface-worlders, and he will 
  fight to the death rather than see the Tytonids and Strigids 
  reunite. 
  For information on areas 7N through 7W, refer to the map of 
  the Tower of Tytonid Lore – Level 2. 
  7N. GUARD POST 
  This simple 15’x15’ room contains two stools and a sign hung 
  on the wall reading, in Owl-speech, “Vigilance in Service of 
  Your Brood.” 
  In each of these rooms, two Tytonid apprentices watch the 
  entrances.  These guards (AC 8; HD 1; hp 5 each; MV 120’ 
  (40’); #AT 1; D 1d6 (spears) or 1d6 (light crossbows); Save 
  M1; ML 8; AL C) each know one of the spells Sleep or Magic 
  Missile.  Their chief duty is to sound the alarm, but they will 
  fight if they cannot do so. 
  Each apprentice has 1d6 cave pearls. 
  7O. CREATION LABORATORY 
  This alchemical laboratory has slate chalkboards along the east 
  and west walls, and diagrams of the internal organs of many 
  different creatures are depicted there.  The south wall is 
  dominated by an apparatus which joins a large cabinet made 
  of bronze and glass to a pair of large glass tubes via a series of 
  snaking hoses.  Two Tytonids busy themselves at a table in the 
  center of the room, which holds a collection of beakers and 
  flasks.  Two other Tytonids are shifting an empty glass tube in 
  the northeast corner of the room. 
  These four Tytonid academics (AC 8; HD 3; hp 14; MV 120’ 
  (40’); #AT 1; D 1d4 (dagger); Save M3; ML 9; AL C) are 
  researchers in this laboratory, which is the main room where 
  owl hybrid animals are created.  The process for creating such 
  monsters is complex, but it culminates with the southern 
  apparatus fusing the creatures in two tubes into a single beast. 
  The Tytonids are in the process of making an owl bear when 
  the party arrives.  The two to the northeast will attack while 
  the other two hastily move to the apparatus and throw a large 
  lever.  There is a burst of light from the cabinet (all in the 
  room must make a saving throw vs. petrification or be at -2 to 
  hit for a turn owing to spots dancing before their eyes), and 
  one round later an owl bear (AC 5; HD 5; hp 23; MV 120’ 
  (40’); #AT 3 (2 claws, bite); D 1d8 + hug (claws) and 1d8 
  (bite); Save F3; ML 9; AL N) will burst forth and join combat.  
  The owl bear is equally likely to attack Tytonids or the party. 
   
  All the Tytonid academics have the following spells: 
  1st level: Sleep, Light 
  2nd level: Mirror Image 
  On the table in the middle of the room are a variety of 
  components useful to experimentation, including a vial of 
  diamond dust worth 500 GP, and a Potion of Invulnerability. 
  Each academic has 15 cave pearls. 
  7P. POTION DISTILLERY 
  A thin yellow haze fills the air in this room, and a hundred 
  unpleasant odors combine here. A single Tytonid stands 
  behind a table at the center of the room, very precisely 
  measuring drops of blue liquid into a vial holding a bubbling 
  gelatin.  Two Grubbers look on disinterestedly.  Cases stand 
  along the east, south and west walls of the room, and all 
  manner of bottles, jars, boxes and other containers fill the 
  shelves. 
  The first thing the Tytonid academic will do upon noticing the 
  party is hastily gulp down the vial of gelatin he is working on.  
  This curious brew will effect a drastic transformation on him; 
  he will immediately double in size, and his robes will be unable 
  to contain his gigantic frame.  On the initial round of combat, 
  he will attack as a 6 HD monster with two fists, each of which 
  will do 2d6 hp damage.  On the second round a huge lump in 
  his abdomen will swell and erupt a third arm, tipped with a 
  vicious looking pincer; this new limb does 2d8 hp damage.  
  On the third round his chest will swell dramatically, and the 
  former Tytonid will breathe out a cone of fire, 10’ wide at its 
  end and 60’ long, doing 3d6 hp damage (save vs. breath 
  weapon for half). 
  During this entire process, the Tytonid is immune to all 
  damage and magical attacks.  Unfortunately for him, on the 
  fourth round his head swells and bursts, killing the Tytonid and 
  doing 1d6 hp damage to everybody in the room.   
  Meanwhile, the two Grubbers (AC 8; HD 1d4 hp; hp 3 each; 
  MV 90’ (30’); #AT 1; D 1d4 (club); Save F1; ML 6; AL N) will 
  hastily throw the contents of the shelves at opponents.  Roll 
  on the following table for random thrown alchemy effects: 
   
   
   
   
   
  
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  Roll on 1d20: 
  1-6: Inert component, no harmful effect, but object does 1-2 
  points damage on a direct hit. 
  7: Same effect as thrown flaming oil. 
  8: Flask of acid; does 1d8 hp damage on two consecutive 
  rounds. 
  9: Sneezing powder; no damage, but all within 10’ must save 
  vs. poison or be at -2 to hit for a turn. 
  10: Hair tonic; no damage, but target’s hair grows 3’ longer. 
  11: Reverse gravity oil; target falls upward to ceiling (1d6 hp) 
  and their ‘up’ is ‘down’ for the next 6 turns. 
  12: Rust fluid; one suit of armor or shield (victim’s choice) 
  must save vs. magic or be consumed by rust if metallic. 
  13: Save vs. petrification or turn to stone. 
  14: Magnetizing unguent; metal within 10’ of target will be 
  drawn to adhere to him for 6 turns. 
  15: Silent balm; victim must save vs. wands or be unable to 
  speak or cast spells for 12 turns. 
  16: Hallucinogenic cordial; victim must save vs. poison or be 
  subjected to a Confusion spell effect for 6 turns. 
  17: Thrown bottle does no damage, but enters into an orbit 
  around the target’s head, potentially forever.  It is harmless. 
  18: Carnal musk: target’s smell becomes powerfully attractive 
  to all creatures of animal intelligence for the next day. 
  19: Target is healed for 2d8 hp.  
  20: Target permanently gains infravision 60’, or double that 
  range if they already had infravision, but their eyes become 
  unnaturally large and sensitive to bright light (-1 to hit in such 
  conditions). 
  The Tytonid has 15 cave pearls.  Additionally, after the fight, 
  several intact potions can be rescued from the shelves.  They 
  are potions of Healing, Longevity, Oil of Slipperiness, and 
  Speed. 
   
   
   
   
   
   
   
  7Q. DANGEROUS CHEMICALS 
  Shelves line the walls of this room.  Sealed bottles and 
  canisters are lined up here, some with labels and some 
  without.  Arrayed in the center of the room are four enormous 
  bottles, each as tall as a man, which glow greenly. 
  The bottles in the center of the room are recaptured Sleep of 
  the Ages, the strange greenish magical gas that can place a 
  creature in an indefinite state of suspended animation when 
  they are imprisoned inside a sealed space.  If one of these 
  bottles is opened or breaks in a relatively open area or a large 
  room, it has a lesser effect: all within 20’ must save vs. poison 
  or be under the effects of a Slow spell for 3 turns.  The party 
  may be able to use these bottles against opponents.  They are 
  heavy (100 lbs each) and delicate, however; each bottle may 
  break if it is handled roughly or combat happens close by. 
  Characters searching the shelves can also find 8 flasks of 
  alchemist fire (same effects as flaming oil, but it does not need 
  to be lit), 2 flasks of concentrated acid (a direct hit deals 1d8 
  hp for 2 consecutive rounds), 1 Oil of Etherealness, a jar of 
  grease that has the same effect as a Stone to Flesh spell when 
  externally applied, and a bottle of Concentrated Water.  This 
  last item, when opened or broken, breaks and instantly 
  generates 10,000 gallons of water in that location; this is 
  enough water to fill a 20’x20’ room to a depth of 3’. 
  7R. ACADEMICIAN’S QUARTERS 
  The door to this room is locked. The three leaders of the 
  tower have keys. 
  This is a Tytonid’s spartan living quarters.  There is a cot, a 
  writing table, a few books and little else.  Faded patches on the 
  walls suggest that pictures once hung here, but the walls are 
  now bare. 
  These are the quarters of the Chief Academician of the 
  Tytonids, now under house arrest for treason.  Her name is 
  Balas-Chur, and her crime was to seek information on the 
  history and motivations of the surface world that Haffek-Du 
  plans to make war on.  This is a serious charge and she will be 
  executed soon.  Her real crime, however, is that she is still 
  faithful to the worship of Ornovael, and the priestess of 
  Na’Kaa, Farraf-Hrr, wants any rival faiths out of the way. 
   
   
   
   
  
  36 
   
  Balas-Chur (AC 7; HD 6; hp 27; MV 120’ (40’); #AT 1; D 
  1d6 (staff); Save C6; ML 9; AL L) has secretly been opposed 
  to Haffek-Du’s war, but she has gone along for the benefit of 
  her people, seeing little choice.  Given an opportunity to 
  redeem herself, Balas-Chur will happily switch sides and help 
  the party oust Haffek-Du from power.  She has no treasure or 
  magical items, but she knows the following spells: 
  1st level: Cure Light Wounds, Light, Remove Fear 
  2nd level: Bless, Know Alignment, Silence 15’ 
  Radius 
  3rd level: Cure Disease, Remove Curse 
  7S. TRI-BEAR HOLDING 
  This large square room is featureless save for a circle painted 
  in gold in the center of the floor.  The circle is surrounded with 
  arcane-looking runes.  Standing erect in the middle of the 
  circle is a bizarre creature: a monster that looks like a fusion of 
  multiple brown bears.  It has three heads, three hindpaws, and 
  three forepaws jutting symmetrically from a vertical axis.  The 
  creature is plainly alive, and it yowls piteously, but it does not 
  move.  Just to the right of the door are two buckets, one full 
  of water and the other holding remnants of meat. 
  This creature is a Tri-bear (AC 6; HD 8; hp 36; MV 60’ (20’); 
  #AT 4 (2 claws, 2 bites); D 1d3 (claws) and 1d6 (bites); Save 
  F7; ML 10; AL N), and it is a fairly drastic failure of the 
  Tytonids’ attempts to create hybrid creatures.  At the first 
  opportunity, the Tytonids plan to transport it to the Pit of the 
  Discarded (area 17) and throw it in. 
  The circle in the middle of the room looks to the untrained eye 
  or casual glance like a circle of protection, but a magic-user or 
  elf who examines it will realize that it has no protective 
  powers.  The Tytonids have been training the tri-bear to be 
  docile by feeding it if it stays inside the circle.  The tri-bear 
  stands patiently inside the circle waiting to be fed, but after 1 
  turn of waiting, or if it is attacked, the tri-bear will succumb to 
  hunger and charge the party.  There is no treasure in this 
  room. 
  7T. SCRIPTORIUM 
  A half-dozen drawing boards are spaced along the walls of this 
  room.  Parchment and scrolls are pinned to the boards, each 
  in varying stages of being scripted and illuminated with colorful 
  inks.    
  Four of the tables are occupied by Tytonid initiates (AC 8; HD 
  2; hp 9 each; MV 120’ (40’); #AT 1; D 1d6 (staff); Save M2; 
  ML 8; AL C), who will leap to do battle with the party.  They 
  cast spells as 2nd level magic-users and know the following 
  spells: 
  #1: Charm Person, Ventriloquism 
  #2: Detect Magic, Sleep 
  #3: Hold Portal, Shield 
  #4: Light, Magic Missile 
  Each initiate has 10 cave pearls.  Additionally, #3 is working 
  on a scroll containing the spell Invisible Stalker, and will not 
  hesitate to use it.  The parts of the scroll that protect the 
  caster from the summoning aren’t quite finished; there’s a 
  20% chance that the invisible stalker will attack the reader of 
  the scroll.  Otherwise, once summoned, the invisible stalker 
  (AC 3; HD 8; hp 36; MV 120’ (40’); #AT 1; D 4d4; Save F8; 
  ML 12; AL N) will attack the party. 
  There are many rolls of parchment and bottles of ink, some of 
  them quite expensive; all these supplies could fetch 300 GP in 
  a large city.  Additionally, one of the bottles of ink is magical.  
  This is Invisible Ink, and it is used to write secret messages that 
  are only revealed when a Read Magic spell is cast.  It has 
  another property, however, which is that the ink can be used 
  to coat any object and make it invisible.  There is enough ink 
  to cover one human-sized creature entirely.  This invisibility 
  does not end when the affected creature attacks.  It does wear 
  off after 24 hours, however, and when it does, everything it 
  previously dyed becomes stained permanently blue. 
  7U. VIAL STORAGE 
  The north end of this room is a platform raised 5’ above the 
  floor level; stairs climb to the elevated level along the east and 
  west walls, while a steep ramp rises up the middle.  There are 
  ten large glass tubes standing along the walls on the platform; 
  some of them glow faintly.  Four Tytonids stand near the 
  cylinders, seeming to be taking an inventory. 
  The glass tubes are the typical vessels used to contain 
  creatures used in the owl hybridization process; they are 4’ in 
  diameter, 9’ tall, and have no obvious seams or means for 
  opening.  Three of the tubes against the north wall contain 
  monsters; these tubes glow greenly as the Sleep of the Ages 
  keeps the tube occupants (lizardfolk, neanderthal, morlock) in 
  a state of perpetual rest.  The remaining tubes are empty. 
  The Tytonids in the room are three apprentices (AC 8; HD 1; 
  hp 5 each; MV 120’ (40’); #AT 1; D 1d6 (staff); Save M1; ML 
  8; AL C) led by an instructor (AC 7; HD 5; hp 23; MV 120’ 
  (40’); #AT 1; D 1d6+1 (staff); Save M5; ML 10; AL C).  The 
  apprentices each know one of the spells Magic Missile, 
  
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  Protection from Evil, and Shield.  The instructor casts spells as 
  a 5th level magic-user and knows the following spells: 
  1st level: Magic Missile, Sleep 
  2nd level: Continual Light, Levitate 
  3rd level: Hold Person 
  When intruders are detected, the instructor will cast spells 
  while his apprentices tip over empty glass vials and roll them 
  down the stairs and ramp to repel intruders.  If a vial is rolled 
  down a ramp, anybody in the way must roll a d20 under their 
  Dexterity or take 2d6 hp and be knocked 10’ back.  The same 
  thing happens when a vial is rolled down stairs, but when it 
  reaches the bottom it will explode in shards of glass, causing 
  1d6 hp damage to all within 10’.  The Tytonids will not roll 
  the full vials at the party. 
  The platform is elevated because its surface is perforated with 
  tiny holes; the cavity below it is used to collect any spilled 
  Sleep of the Ages for later recovery.  The space under the 
  platform is only about 5’ high and is accessed by a trap door 
  in the middle of the platform floor.  The Tytonids are aware of 
  the door’s location, and if they can they attempt to maneuver 
  a party member on top of the door so they can pull a lever 
  near the stairs to open it.  The space beneath has a thin layer 
  of greenish gas floating above the floor; any who falls in must 
  save vs. spells or be slowed. 
  The apprentices have 1d6 cave pearls each, while the 
  instructor has 26 pearls and a golden torc worth 255 GP. 
  7V. SCHOOL 
  Rows of cramped writing benches fill most of the center of this 
  room, which has slate blackboards along the west wall 
  displaying incomprehensible diagrams of obscure arcane 
  concepts.  A lectern stands at the north end of the room. 
  12 Tytonid boys are sitting at the desks, receiving lessons in 
  the basics of magic from an instructor.  The young Tytonids 
  are non-combatants, and their only impact on combat will be 
  to get in the way; however, the instructor (AC 7; HD 5; hp 
  23; MV 120’ (40’); #AT 1; D 1d6+1 (staff); Save M5; ML 10; 
  AL C) will fight using his Wand of the Bat or his spells, which 
  he casts as a 5th level magic-user: 
   
  1st level: Magic Missile, Sleep 
  2nd level: Continual Light, Levitate 
  3rd level: Hold Person 
  The wand has 11 charges.  When 1 charge is used, roll a d6; 
  on a 1-5, it will generate a cluster of 10 normal bats that will 
  harass a designated target.  On a roll of a 6 the wand will 
  summon a giant bat that will bite the target.  Summoned bats 
  last for 6 rounds and then disappear. 
  The instructor is a bit of a coward, and he will only fight for a 
  round or two before retreating to 7W to seek help.  He has 31 
  cave pearls and a silver ring worth 60 GP. 
  7W. NECROPSY 
  This large room has very bright lighting, with many glowing 
  crystals located directly above a number of flat tables.  The 
  tables are draped with sheets concealing lumpy masses lying 
  underneath.  One of the tables is larger than the others, and 
  its covering has been pulled back to display the corpse of an 
  ogre.  A Tytonid is working on it with a large saw.  A dozen 
  figures stand against the walls of the room; at first glance they 
  look like hobgoblins, but they have shrunken flesh and lifeless 
  stares. 
  This room is the laboratory where the Tytonids dissect the 
  dead to glean more knowledge about anatomy, and to learn 
  from their previous mistakes.  The Tytonid pathologist (AC 7; 
  HD 7; hp 41; MV 120’ (40’); #AT 1; D 1d6+2 (staff); Save 
  M7; ML 10; AL C) is a gifted wizard named Torrit-Cree and is 
  widely expected to take over from Haffek-Du someday.  He 
  casts the following spells as a 7th level magic-user: 
  1st level: Charm Person, Detect Magic, Light  
  2nd level: Detect Evil, Web 
  3rd level: Protection from Normal Missiles, Fire Ball 
  4th level: Wall of Fire 
  Torrit-Cree has created twelve zombies (AC8; HD 2; hp 9 
  each; MV 120’ (40’); #AT 1; D 1d8; Save F1; ML 12; AL C) 
  using his Stave of the Grave.  This is a magical staff that has 
  15 charges and has two powers.  First, it can Animate Dead 
  as the spell, spending as many charges to make the zombie as 
  the zombie has hit dice.  Second, when the staff is used as a 
  weapon and scores a hit, the wielder can spend one charge to 
  add 1d6 hp cold damage to the attack – the touch of the 
  grave. 
  Torrit-Cree will order his zombies to attack (and command the 
  instructor from 7V as well, if applicable) and then will use his 
  spells.  If he begins to run out of zombies, he will first use four 
  charges from his staff to animate the ogre on the large table to 
  make a large zombie (AC 8; HD 4; hp 18; MV 90’ (30’); #AT 
  1; D 1d12; Save F3; ML 12; AL C) and then animate the 
  
  38 
   
  other bodies on the surrounding tables one at a time (each will 
  make a standard 2 HD zombie).   
  Torrit-Cree wears a Ring of Regeneration and keeps a Scarab 
  of Protection in his pocket.  He has 41 cave pearls and a set 
  of mithril scalpels; these are worth 1,200 GP to a surgeon or 
  collector of curiosities.  Torrit-Cree occasionally dozes on one 
  of the slabs in this room, but he will always be found here. 
  For information on areas 7X through 7FF, refer to the map of 
  the Tower of Tytonid Lore – Level 3. 
  7X. LIBRARY 
  Tall bookshelves fill most of this room almost all the way to the 
  ceiling.  Books and scrolls of all sorts are stuffed into them in a 
  disorderly way.  Near the north end of the room is a table 
  piled high with open folios stacked on top of one another; an 
  aged Tytonid sits nearby repairing a leather book-cover with 
  needle and thread. 
  Ikkik-Thuf is the librarian of the Tower and has been since the 
  time of Ornovael.  He is completely neutral on the subject of 
  who is in charge of the Tytonid people; his sole concern is 
  caring for the books and knowledge that he curates. 
  Ikkik-Thuf (AC 8; HD 4; hp 18; MV 90’ (30’); #AT 1; D 1d4 
  (dagger); Save M4; ML 12; AL N) will challenge any who enter 
  his domain, asking who they are and what business they have 
  in the library.  Hostility, or any threat of damage or 
  mistreatment of his books, will be met with violence. 
  Ikkik-Thuf has two weapons in his arsenal.  First, he can 
  designate the library to be a zone of quiet: no noise of any 
  kind can be made by anybody inside the room.  This prevents 
  spell-casting.  Second, Ikkik-Thuf cannot cast spells, but he has 
  the power to conjure help out of the books themselves.  Each 
  round Ikkik-Thuf can summon a spectral version of either a 
  wooly rhinoceros (AC 4; HD 8; hp 36; MV 120’ (40’); #AT 1; 
  D 2d6 (butt) or 2d12 (trample); Save F4; ML 6; AL N) or a 
  wyvern (AC3; HD 7; hp 32; MV 90’ (30’) or fly 240’ (80’); 
  #AT 2; D 2d8 (bite) and 2d8 + poison (sting); Save F4; ML 9; 
  AL C).  He can do this a total of three times per day.  Spectral 
  creatures can pass through the bookcases in the room but 
  cannot leave the library; the damage they do is real.  They can 
  be dispelled. 
  The library is a treasure trove of information, but it is poorly 
  organized.  It takes a week of searching before any researcher 
  is allowed a 1d20 roll equal to or under their Intelligence score 
  to determine if they find what they are looking for.  Every spell 
  on the magic-user and elf spell list in the Labyrinth Lord Core 
  Rules is available for learning in this library, provided it can be 
  found.  Additionally, tucked in and among various other works 
  are two magical items: a Book of Influence and Scroll of the 
  Hidden Forest.  Two weeks of continuous reading of the book 
  are required to confer its benefit to a single reader; it grants a 
  permanent +1 increase to the reader’s Charisma score before 
  vanishing.  The scroll is printed on gold leaf and must be read 
  with a Read Magic spell as usual for scrolls; it contains a 
  Massmorph spell, but when it is read the spell does not vanish 
  from the scroll – it merely fades and reappears again 24 hours 
  later.  Ikkik-Thuf has no treasure and will always be found in 
  this location. 
  7Y. PRIEST’S QUARTERS 
  These are the living chambers of an individual with a vile 
  aesthetic sense.  Blood-red carpets and wall hangings cover 
  any exposed stone surface, and there are many disquieting 
  tapestries depicting scenes of human sacrifice and demonic 
  invasion.  A large, bloated, toothy toad-figure has a prominent 
  role in these disturbing pieces of art.  There is a large pillow-
  strewn bed, a dressing table, and what looks like a rack 
  containing many instruments of torture. 
  These are the quarters of Farraf-Hrr, priestess of Na’Kaa and 
  one of the three rulers of the Tower of Tytonid Lore.  She 
  spends most of her time in the evil shrine in area 7II, and is 
  therefore not usually found here, apart from about four hours 
  during a day cycle. 
  The disgusting fanged toad-creature in the tapestries is 
  Na’Kaa, Feaster of Blood, a particularly vile demon lord who is 
  worshipped as a deity by some of the less savory humanoid 
  races, particularly those who dwell underground.  Long ago 
  the Dark Rookery was sacred to the hobgoblin worshippers of 
  Na’Kaa, and recapturing the lands he lays claim to is chief 
  among the concerns of Na’Kaa’s faithful.  It was Na’Kaa who 
  planted his surface-world minion, Miurda the Thirster, in the 
  party that Drommul the Dwarf organized to explore 
  Ornovael’s Parliament (see dungeon module OC-1: A 
  Parliament of Owls).  Likewise, it was Na’Kaa who came to 
  Farraf-Hrr in her dreams and bent her to his worship, that he 
  might have a servant within the ranks of the infidels. 
  Farraf-Hrr is Haffek-Du’s most trusted adviser, and he knows 
  of her worship of Na’Kaa – knows and approves, because 
  Na’Kaa has promised to lend assistance to the Tytonids in 
  their assault on the surface world.  Haffek-Du does not know, 
  however, that Farraf-Hrr is in league with the hobgoblins, and 
  sends messages to them regularly.  A letter written in 
  hobgoblin can be found concealed in a hidden compartment in 
  the dressing table; it proves Farraf-Hrr’s treason, and could be 
  useful in driving a wedge between the Tytonid leaders.  The 
  exact contents of the letter are further explored in dungeon 
  module OC-3: Tomb of the Feathered Mage. 
  
  39 
   
  The torture devices are filthy and show signs of recent use; 
  they have no value.  A box shoved under a mass of pillows on 
  the bed contains 227 cave pearls and a Philtre of Love. 
  7Z. AUDIENCE HALL 
  This room appears to be a throne room, with elegant 
  chandeliers magically illuminated.  Many chairs are arranged in 
  rows on the south side of the room, and a dais runs along the 
  north wall.  A huge throne covered in red velvet and picked 
  out in gold leaf stands on the dais, with large conical braziers 
  flanking it.  Frescoes decorate the walls of the room; these 
  show triumphant Tytonids working together to climb a peak, 
  from which they survey a bright, beautiful world which is theirs 
  to rule. 
  Haffek-Du, Loremaster of the Tytonids, spends most of his 
  time brooding on his throne, which is known as The Golden 
  Nest.  He is the most talented of Tytonid wizards, but does not 
  approach the magical skill of his old tutor Ornovael, or even 
  his predecessor Shazzek-Ra. Haffek-Du knows this, and it 
  preys on him, as does a secret guilt over murdering his former 
  master; the poisonous words of Na’Kaa in his ears do not 
  help.  As a result, Haffek-Du is insane – thoroughly paranoid, 
  a complete sociopath, and devoted to the supremacy of the 
  Tytonid race.  He will not rest until he has conquered the 
  surface world, and proven that humans such as Ornovael are 
  lesser beings compared to his own kind. 
  Haffek-Du (AC 4; HD 8; hp 46; MV 120’ (40’); #AT 1; D 
  3d6+1; Save M8; ML 11; AL C) has a Staff of Striking with 
  14 charges and a Wand of Magic Missiles with 12 charges.  
  He also wears an Owl Ring and a Raptor Ring, and his 
  feathered cloak is a Cloak of Protection +2.  He casts the 
  following spells as an 8th level magic-user: 
  1st level: Charm Person, Protection from Evil, 
  Darkness  
  2nd level: Arcane Lock, Detect Invisible, Phantasmal 
  Force 
  3rd level: Lightning Bolt, Fire Ball 
  4th level: Charm Monster, Polymorph Others 
  Haffek-Du is attended in this, his audience hall, by four mage 
  captains (AC 7; HD 4; hp 18; MV 120’ (40’); #AT 1; D 1d8 
  (longsword) or 1d6 (light crossbow); Save M4; ML 10; AL C) 
  who each know the following spells: 
  1st level: Magic Missile, Shield  
  2nd level: Arcane Lock, Mirror Image 
  If Siffik-Ri comes to the Audience Hall, he may remain here to 
  guard Haffek-Du.  Should a fight occur here, Haffek-Du 
  remains on his dais and casts spells while his minions engage 
  the party.  Should the fight appear to go badly, Haffek-Du will 
  speak a command and the two large braziers will begin 
  blowing out a thick mist that fills the room in a single round, 
  making it impossible to see anything.  He will then slip 
  through the secret door which is cleverly hidden in the 
  frescoed wall to the north.  Haffek-Du uses Arcane Lock on 
  the secret door, and pushes a wardrobe in front of it for good 
  measure.  Then he retreats to area 7FF to wait for the party to 
  attempt to invade his inner sanctum. 
  There is a great deal of gold leaf on the throne – enough for 
  1,000 GP worth of metal.  However, it will take 10 hours to 
  remove it all.  Haffek-Du wears a jeweled diadem worth 800 
  GP. 
  7AA. GENERAL’S QUARTERS 
  These are living quarters.  There is a plain cot, a large writing 
  desk, and a weapon stand which holds two swords and a 
  spear.  A large poster map of the Dark Rookery hangs on the 
  south wall.  A heavy chest has been pushed against the wall 
  south of the entrance. 
  These are the quarters of Siffik-Ri; he typically sleeps here for 
  eight hours during the day, but otherwise is found in his 
  training room in area 7M.  This is where he plots his military 
  campaigns.  The map on the wall is marked with known 
  locations of exits to the surface world: areas 1 and 16, with a 
  question mark near area 14.   
  The weapons are trophies of previous victories. One of the 
  swords is merely a high-quality bastard sword taken from a 
  hobgoblin chief; jewels on the pommel give the weapon a 
  value of 500 GP.  The other sword is a Short Sword +1, Life 
  Drinker, taken from a goblin assassin.  The spear is relatively 
  short, jet-black, and balanced for throwing; this is actually a 
  Javelin of Lightning.  It functions as a Spear +2, but when it is 
  thrown it transforms mid-air from a weapon into a lightning 
  bolt 5’ wide and 30’ long.  The javelin has a range of 90’.  
  The bolt does 20 hp damage (save vs. breath weapons for half) 
  to all within the area of the lightning, and also does normal 
  weapon damage if it hits the target. The javelin transforms 
  back into a physical weapon when the bolt is expended, and 
  can be used again (it transforms into a bolt up to 1 time per 
  day), but it is too hot to pick up for 3 turns. 
  There is nothing of interest in the desk or cot.  The heavy 
  chest is trapped; the obvious lid and latch are fake, and if 
  opened release a 10’ diameter cloud of gas that blinds all 
  inside it for 12 turns (save vs. poison).  There are secret 
  catches on the sides of the chest that allow the front of the 
  
  40 
   
  container to hinge down; this is the true lid.  The 
  compartment inside contains a suit of plate mail sized for an 
  elf, boots and robes (when clothing is demanded for state 
  functions), 415 cave pearls in a velvet sack, 4 vials of holy 
  water, a tourmaline-studded holy symbol of a dwarven deity 
  worth 600 GP, and a potion of Extra-Healing. 
  7BB. OWL BOAR KENNEL 
  This room is full of the din of roaring and squealing, and the 
  place smells of filth.  Five cage compartments are lined with 
  lichen straw; these seem to be some sort of kennel. 
  There are five owl boars (AC 6; HD 4; hp 18 each; MV 120’ 
  (40’); #AT 1; D 2d6; Save F3; ML 10; AL N) kept penned 
  one to a cage, and three Grubbers (AC 8; HD 1d4 hp; hp 3 
  each; MV 90’ (30’); #AT 1; D 1d4 (club); Save F1; ML 6; AL 
  N) sweeping up the floors in the middle of the room.  If the 
  party is seen, two Grubbers will move to open the owl boar 
  cages; each can open one cage per round.  The third will fling 
  shovels full of owl boar muck at the party; each salvo does no 
  damage, but anybody struck must save vs. poison or be 
  nauseated, taking a -1 penalty to hit and damage rolls for 6 
  turns.  Released owl boars will immediately attack.  There is no 
  treasure here. 
  7CC. SITTING ROOM 
  The door to this room is locked; only Haffek-Du has the key. 
  Knocking on this door disables the animated suit of armor in 
  the room for 6 turns. 
  This room is arranged as a comfortable sitting room, with 
  several overstuffed chairs and a divan.  A rather expensive rug 
  from the surface world gives the place a comfortable feel; oil 
  portraits of five Tytonids are hung on the walls.  A suit of plate 
  armor stands in a corner, and a liquor cabinet stands next to a 
  gurgling fountain. 
  This room is part of Haffek-Du’s inner sanctum; no Tytonids 
  come here unless they are invited.  Three of the oil portraits 
  (the ones on the east wall) have holes cut out of the eyes, and 
  peepholes allow Haffek-Du at 7FF to spy on any guests.  The 
  holes are also large enough for Haffek-Du to employ his Wand 
  of Magic Missiles against intruders, a tactic he will typically 
  only use once the party is engaged in battle with the armor.  If 
  he does this, it appears that one of the portraits fires magical 
  bolts from its eyes. 
  Unless the suit of armor is deactivated, it will attack the first 
  creature that moves more than 5’ into this room.  The armor 
  (AC 0; HD 6; hp 27; MV 60’ (20’); #AT 1; D 1d10+1; Save 
  F6; ML 11; AL N) attacks with a Two Handed Sword +1 until 
  all enemies are slain or leave the room; it then returns to its 
  corner.  It is not intelligent. 
  The rug is expensive (900 GP) but bulky, and it will be ruined 
  if destructive magic is used in the room.  Some of the liquor in 
  the cabinet has value as well (400 GP in a quality tavern) but a 
  few of the bottles have been poisoned; on a roll of a 1 on a 
  d6, an imbiber must save vs. poison or become unconscious 
  for 8 hours. 
  7DD. HAREM 
  This is an exotic boudoir, the walls covered in tapestries and 
  the floors heaped with many carpets.  A pile of cushions 
  occupies the north wall of the room.  Three comely Tytonid 
  females dressed in bright silks sit on the cushions.  One has a 
  mandolin, another has a harp, and the third has a drum.  They 
  look surprised. 
  The Tytonid harem-girls are an illusion intended to ensnare 
  intruders.  The north part of the room is covered in a 
  Hallucinatory Terrain to make it appear like a seraglio; this 
  illusion cannot be disbelieved, and only vanishes if an 
  intelligent being touches it, and then only for that being.  The 
  illusion cloaks the fact that the cushions are actually noisome 
  hay bales, and the three lovely ladies are really three harpies 
  (AC 7; HD 3; hp 14 each; MV 60’ (20’) or fly 150’ (50’); #AT 
  3 (2 claws, one hand axe); D 1d4 (claws) and 1d6 (hand axe); 
  Save F3; ML 7; AL C) who have been magically compelled by 
  Haffek-Du to remain here. 
  One round after the party enters the room, the harpies will 
  take up musical instruments (those are real) and will play their 
  magical song; all within earshot must save vs. spells.  The 
  harpies will also beckon, and any who fail their saves will 
  certainly come to sit with the harpies, enthralled.  As soon as 
  they feel they have charmed as many as they can, the harpies 
  will attack. 
  There is no real treasure here. 
  7EE. GRAND BEDCHAMBER 
  This luxurious sleeping room has been outfitted with expensive 
  furniture from the surface world.  A large bed occupies the 
  northeast corner of the room; there is a writing-table along the 
  west wall flanked by bookcases, and couches in the center of 
  the room.  A small table has been placed on top of one of the 
  couches. 
  This is Haffek-Du’s private retreat; he sleeps here a few hours 
  at a time, but usually is found in his audience hall at area 7Z.  
  He is unlikely to fight the party here; if his efforts at attacking 
  the party in area 7CC do not stop them, he will attempt to 
  escape to the roof.  The table is stacked on top of the couch 
  
  41 
   
  because Haffek-Du stands on it to reach the secret trap door 
  set into the ceiling; this is detected as a standard secret door.  
  The door leads to area 7GG. 
  The bookshelves contain a number of valuable tomes on 
  magic; a library or wizards’ guild would buy them for 1,200 
  GP.  The writing desk has a magical trap laid upon it; if it is 
  not detected and disarmed, a cloud of oil droplets sprays into 
  the room, which makes it impossible to see farther than a few 
  feet; the next round the oil ignites, inflicting 2d6 hp damage to 
  all in the room (save vs. breath weapon for half damage).  The 
  desk contains a scroll of two spells, Passwall and 
  Reincarnation, and a Scriber’s Pen.  This pen, if set in motion 
  by a magic-user or elf, and provided with parchment and a pot 
  of ink worth 50 GP, will animate and begin writing.  It will 
  take 24 hours to scribe a magic scroll with any first-level spell 
  in the user’s spellbook.  This pen may be used once per week.  
  If the fire trap goes off, the scroll is consumed but the pen is 
  not. 
  The furniture in the room will likewise be charred and made 
  worthless by the fire trap.  If it is recovered intact, it is worth 
  1,000 GP on the surface, but it is all quite bulky and difficult to 
  safely transport. 
  7FF. TREASURE VAULT 
  An ornate piece of cabinetry stands along the south wall of 
  this small, dimly lit room; it has eleven small locked doors with 
  panes of frosted glass.  There are three chests along the east 
  wall, lying on top of a small pile of cave pearls.  There are a 
  series of three holes at eye level in the wall to the west. 
  Haffek-Du attacks intruders from here as described in area 
  7CC.  If this fails, he heals himself from the potions in the 
  chests as necessary, then retreats to area 7GG to make his 
  stand. 
  The cabinet to the south contains ten of the eleven artifacts 
  that Ornovael gifted to his owl-folk before departing for parts 
  unknown.  The Tytonids consider these items to be sacred 
  objects and national treasures, and not even Haffek-Du dared 
  to openly use them.  The ten items are: 
  • 
  An artifact longsword, “Argonarry”.  This weapon is 
  +2, but +4 against aquatic monsters which it was 
  built to destroy.  The wielder gains a swim speed of 
  60’(20’), can breathe water, and once per day can 
  boil all water in a 20’ radius, causing 4d6 hp 
  damage; save vs. breath weapon for half. 
  • 
  An artifact hammer, “Shachbenet”.  This +3 
  weapon is capable of inflicting terrible critical hits; if 
  a natural 20 is rolled and a critical hit table is used, 
  the wielder may roll twice and take the better result; 
  if no such rules are used, double damage is 
  suggested.  The hammer continuously detects gems 
  at 120’ range and communicates this by empathic 
  impulse. 
  • 
  A suit of Chain Armor of Elvenkind.  This +2 chain 
  mail is light enough that it can be used by even 
  thieves and magic-users without penalizing their 
  class abilities.  It also grants a +2 bonus to saving 
  throws vs. spells. 
  • 
  A Returning Shield.  This +3 shield may be thrown 
  as a discus-like weapon with a 30’/60’/90’ range 
  increment; it does 1d6+3 hp damage, plus the 
  thrower’s Strength bonus, and unerringly returns to 
  the arm of the wielder. 
  • 
  The Ring of Seven Faces.  This bronze ring has 
  seven flat faces, each bearing a different magical 
  rune.  These runes correspond to the seven base 
  character classes.  When the ring is turned to align a 
  particular rune with the wearer’s palm, the wearer 
  gains all the abilities of a 1st level character of that 
  class, in addition to the abilities of their ordinary 
  class and level.  This grants no hit point bonus but 
  does allow the benefit of better saving throws, spell 
  use or racial abilities.  Only one rune may be active 
  at a time. 
  • 
  A Force Staff.  This +2 magical weapon may cast a 
  Shield spell 3/day, Floating Disc 3/day, Hold 
  Person 1/day, and Telekinesis 1/day. 
  • 
  Boots of Leaping.  These magical boots allow the 
  wearer to make 80’ vertical leaps or 120’ horizontal 
  jumps as part of their normal combat movement.  
  The user of these boots will never take falling 
  damage while they are conscious. 
  • 
  A Golden Mammoth Figurine.  When placed on the 
  ground and a command word uttered, this statuette 
  grows and takes the form of a mastodon, with 
  statistics as found in the Labyrinth Lord Core Rules.  
  The mastodon can understand the user and will 
  obey.  It may be used for no more than 6 turns per 
  day; after this has elapsed, it reverts to a statuette. 
  • 
  A Holy Lamp of Illumination.  This lamp glows with 
  a Continual Light effect and can be touched to 
  other objects to create Light spells as often as 
  desired.  Its radiance is uncomfortable to undead, 
  increasing turn checks by 1.  If holy water is placed 
  inside it, it vaporizes and a stream of mist traces out 
  secret doors within 30’.  The light of this lamp 
  cannot be doused or dispelled. 
  • 
  Horn of the Pack.  This horn can be sounded once 
  per day.  It will summon 1d8+3 blink dogs who will 
  understand and obey the user; they will fight or 
  perform other services for no more than ten rounds. 
  
  42 
   
  If any Tytonids or Strigids are with the party, they will advise 
  them that these treasures are not the party’s loot to take, 
  although the bargain made to allow the party a choice of these 
  items will be honored.  However, they will note with distress 
  that an eleventh item, a golden statuette worked in the shape 
  of a falcon, is missing.  The fate of this lost object will be 
  learned in dungeon module OC-4: Warrens of the Night 
  Hunters. 
  The chests to the east, on the other hand, are Haffek-Du’s 
  personal treasure stash, and their contents will not be claimed 
  by owl-folk.  The three chests lie on a pile of 1,597 cave 
  pearls.  Each of the three chests is locked; Haffek-Du has the 
  keys.  Each chest is described below: 
  • 
  Chest #1: Untrapped.  Contains a jumble of painted 
  wooden icons worth 150 GP, a bolt of silk (ruined), 
  four potions of Healing (Haffek-Du will consume 
  some or all of these as needed), and three small 
  ingots of mithril worth 200 GP each.  These last are 
  valuable to the Deep Dwarves who will be 
  encountered in dungeon module OC-3: Tomb of 
  the Feathered Mage. 
  • 
  Chest #2: Trapped with darts that shoot at anybody 
  standing within 5’ of the front of the chest; they 
  attack as 6 HD monsters, and if they hit will cause 
  the target to save vs. petrification or lose 1d4 points 
  of Constitution permanently.  Contains a sack of 
  loose citrines worth 600 GP total, a sack of small 
  diamonds worth 2,300 GP total, and a bundle of 12 
  Arrows +3. 
  • 
  Chest #3: Not trapped, but sealed with lead and 
  contains a spectre (AC 2; HD 6; hp 27; MV 150’ 
  (50’) or fly 300’ (100’); #AT 1; D 1d8 + drain; 
  Save F6; ML 11; AL C) that will attack mercilessly.  
  Contains a suit of Banded Mail +3 sized for a 
  human, a suit of Plate Mail +1 sized for a halfling, a 
  Heavy Crossbow of Speed that allows the user to 
  shoot twice per round, a Shield +2, a Necklace of 
  Adaptation, and a Flying Carpet. 
  For information on areas 7GG through 7II, refer to the map of 
  the Tower of Tytonid Lore – Level 4. 
  7GG. GRIFFON KENNEL 
  This area of the roof has a panoramic view of the City of 
  Athena.  The edge of the building is a 2’ tall parapet wall.  A 
  15’x15’ roof on poles provides an open-air stable structure; 
  there are heaps of hay under the cover of the roof, and an 
  animal odor is very strong.  Surrounding this kennel are four 
  large open vats holding a rancid-smelling oil. 
  The vats are foggers; the vapor they produce smells mildly 
  repellent, but it keeps sunwings away. One of the foggers sits 
  on top of the secret trapdoor from area 7EE; it will tip to the 
  side and smash if Haffek-Du flees this way.   
  Haffek-Du is too proud to flee his tower, especially chased by 
  inferior surface-worlders.  Instead he intends to secure the 
  assistance of his trained mount Ha-Charra, a griffon (AC 5; 
  HD 7; hp 32; MV 120’ (40’) or fly 360’ (120’); #AT 3 (2 
  claws, bite); D 1d4 (claws) and 2d8 (bite); Save F4; ML 8; AL 
  N).  Ha-Charra is stabled here, under a roof to keep the rain 
  off her owl-like head.  A longbow and 20 arrows are hung 
  from pegs alongside the saddle and harness, but there is no 
  other treasure. 
  It takes Haffek-Du 3 rounds to saddle and mount Ha-Charra.  
  He can cast spells from griffon-back and can also shoot 
  arrows.  If the party is hot on Haffek-Du’s heels, he will wait 
  for them to come up to the roof and will attack them at 
  distance.  If they are still busy in the tower, Ha-Charra will fly 
  down to the tower entrance in area 7I and the two will begin 
  climbing the tower looking for intruders to fight.  In extremis, 
  Haffek-Du might go to area 7KK and bargain with the 
  occupant of that room for assistance. In any event, Haffek-Du 
  will fight to the death. 
  7HH. THE MEWS 
  This area of the roof looks to the south, toward the lake.  
  Rows of structural support frames hold cages, each of which 
  contains an owl or a bat.  Bookending the ends of the cage 
  rows are large open vats holding a rancid-smelling oil. 
  The owls are used for stock in the owl-hybridization process; 
  the bats are used to send and receive messages.  Two Tytonid 
  apprentices (AC 8; HD 1; hp 5 each; MV 120’ (40’); #AT 1; 
  D 1d6 (spear) or 1d6 (light crossbow); Save M1; ML 8; AL C) 
  tend to the needs of the animals and collect/send messages 
  from the bats.  Each apprentice has 1d6 cave pearls. 
  7II. EVIL SHRINE 
  The north wall of this room is dominated by a pedestal holding 
  an enormous idol made of a greasy greenish stone.  The idol 
  looks like a large toad-like figure, its eyes bulging, with razor-
  sharp fangs protruding from its lips.  It seems to slaver into a 
  broad silver offering bowl. 
  This is the shrine to Na’Kaa, Feaster of Blood, that Haffek-Du 
  allowed to be built in the tower.  Farraf-Hrr, the priestess, is 
  generally found here, engaged in prayer to her demonic god, 
  apart from four hours during the day when she can be found 
  resting in area 7Y. 
  
  43 
   
  She is accompanied by four Tytonid acolytes (AC 5; HD 2; hp 
  9 each; MV 120’ (40’); #AT 1; D 1d6 (mace); Save C2; ML 
  10; AL C) who wear chain shirts and wield maces; each 
  acolyte knows the spells Cure Light Wounds and Darkness.  
  Farraf-Hrr (AC 2; HD 7; hp 38; MV 120’ (40’); #AT 1; D 
  1d6+2 (mace); Save C7; ML 12; AL C) can cast the following 
  spells as a 7th level cleric: 
  1st level: Cure Light Wounds x2, Protection from 
  Evil, Cause Fear 
  2nd level: Bless, Hold Person, Silence 15’ Radius 
  3rd level: Cause Disease, Striking 
  4th level: Twigs to Toads 
  This final spell is the same as Sticks to Snakes, but it generates 
  small fanged and venomous toads with the same statistics as 
  those listed in the spell.  The toad venom is painful and makes 
  the victim less able to throw off misfortune, causing a -2 
  penalty to saving throws for 6 turns. 
  Farraf-Hrr wears Chain Mail +1, wields a Mace +2, wears an 
  Owl Ring and a Raptor Ring, and has a scroll of Cure Serious 
  Wounds if she gets into trouble.  If the party attacks, the 
  acolytes engage while Farraf-Hrr remains close to the idol of 
  Na’Kaa to cast spells.  The idol, meanwhile, has its own 
  attack: a sickly greenish tongue that can extend from the idol’s 
  mouth to attack any unbelievers who approach within 15’.  
  The tongue attacks as a 5 HD creature and delivers a touch 
  attack of a Cause Light Wounds spell every round as long as a 
  cleric of Na’Kaa is alive in this room. 
  The idol can be smashed if it takes 100 hp of damage; the 
  tongue can be severed if it takes 8 hp damage.  The offering 
  bowl is full of fresh blood, but if it is washed out, 412 cave 
  pearls and 12 small sapphires worth 100 GP each are 
  revealed.  The Tytonids carry no treasure. 
  For information on areas 7JJ through 7KK, refer to the map 
  of the Tower of Tytonid Lore – Level 5. 
  7JJ. OWL STONE ROOM 
  A pile of broken stone rubble lies in the middle of this room.  
  Some of the jagged pieces of rock remaining have a few 
  smooth surfaces, as if once they were part of a statue. 
  This is the location of the tower Owl Stone that Haffek-Du 
  destroyed.  This room is abandoned.  A diligent search of the 
  pile of rubble will take 3 turns, but a long-forgotten Ring of X-
  ray Vision will be found at the bottom. 
   
  7KK. LAIR OF THE WYRM 
  The door to this room is locked; the three tower leaders have 
  keys.  Additionally, as Haffek-Du does not trust the room’s 
  occupant, he has set a trap for it should it attempt to escape.  
  Magical runes set on the door are detected as usual by a thief’s 
  trap-finding abilities.  These seem to pulse with a life of their 
  own, their tentacle-like arms clutching at the door and the 
  frame around it.  A thief can disarm these by gently picking up 
  the arms of the rune with tweezers and setting them aside 
  without waking them up.  If the runes are “wakened” by 
  anybody opening the door, hot coals rain down on the shaded 
  area in front of the door, doing 3d6 hp damage (double 
  damage to cold-using creatures). 
  This large, square room has no furniture; instead it has piles of 
  money.  There must be a hoard of many thousands of mixed 
  coins here, and other precious objects jutting from the pile as 
  well!  Lying comfortably along the north wall is dragon-like 
  creature the size of a large rhinoceros.  It has fluffy white 
  feathers and the head of a snowy owl. 
  One of Haffek-Du’s greatest triumphs, or perhaps greatest 
  errors in judgment, was the creation of Frraticulon, the 
  Owleviathan.  Created by blending a snowy owl and a white 
  dragon, Haffek-Du hoped to create a powerful flying monster 
  that would allow him to eradicate the Strigids once and for all.  
  He did not count on the creature’s intelligence and instinctive 
  magical talent, however; nor did he reckon with its ambition 
  and ruthless cunning.  Haffek-Du quickly learned that 
  Frraticulon is not a compliant servant; she is, at best, an 
  uncertain ally, and at worst a potential threat.  He maintains 
  her up here, out of the way and secure, and keeps her pacified 
  with treasure and food.  Frraticulon is amused by all this and 
  waits patiently to see what becomes of Haffek-Du and his 
  plans; eventually, however, she will lose interest with being 
  cooped up, and when that happens it is uncertain that this 
  room will contain her. 
  Frraticulon (AC 3; HD 8; hp 36; MV 90’ (30’) or fly 180’ 
  (60’); #AT 3 (2 claws, 1 bite); D 1d4 (claws) and 2d8 (bite); 
  Save F8; ML 9; AL C) doesn’t get many visitors and considers 
  an intruding party a great amusement.  She will happily 
  converse with them (she only knows owl-speech but would 
  love to learn Common), learn as much as she can about the 
  surface world, and generally absorb as much news and 
  information as she can.  Frraticulon is like any other dragon in 
  that she loves praise and banter, and she is extremely vain, 
  constantly preening her feathers.   
  For all this chatter, however, she is still a ruthless, evil creature.  
  Frraticulon considers any creature she sees to be food unless 
  an excellent reason exists not to kill and eat it; she considers 
  anything she sees to be hers, and jealously guards her treasure. 
  
  44 
   
  She is no fool and will not be readily tricked, and will prefer to 
  surprise her guests with a breath weapon attack once she 
  grows bored with conversation.  She also knows a few spells: 
  Charm Person, Floating Disc, Light, Sleep.  Frraticulon is 
  always found in this location, and for a quiet party there is a 
  25% chance that she is asleep. 
  Ornovael left behind a certain amount of treasure from the 
  surface world.  Having little use for such goods, and realizing 
  that owleviathans love precious things, Haffek-Du had 
  Grubbers move the treasure up here.  Frraticulon gratefully 
  received these gifts and then ate the Grubbers.  The treasure is 
  heaped up in mounds of mixed coins: 7,700 CP; 9,400 SP; 
  5,400 EP; 5,200 GP; and 2,400 PP.  There are also a 
  scattering of gems and pieces of jewelry worth a total of 5,000 
  GP, and a large silver mirror (Frraticulon’s favorite possession) 
  worth 1,200 GP.  Finally, Haffek-Du has given his “pet” a few 
  magical baubles to play with: a potion of Undead Control, a 
  Ring of Animal Command, and a Dagger +2, +3 vs. Oozes 
  and Jellies. 
   
   
  CONCLUSION 
  The objective of the raid of the Tower of Tytonid Lore is to 
  remove the leadership of the Tytonids from power.  Killing 
  Haffek-Du is not enough; the capture or death of the three 
  leaders of the tower (Haffek-Du, Farraf-Hrr, and Siffik-Ri) is 
  required to force the surrender of the remaining Tytonids.  
  Even then, unless the party has a powerful Tytonid ally 
  (Gyvvar-Tsk or Balas-Chur) to take charge, Torrit-Cree will 
  rally the tower defenders and fight on.  If Torrit-Cree is 
  captured or killed as well, the Tytonids will stop fighting. 
  If the party is successful, the Strigid and Tytonid people can 
  begin negotiations to return to a single society living at peace 
  with themselves and the surface world.  The party will be 
  heroes of both races of owl-folk, and will be invited to remain 
  as mentors and honored guests.   
  The Dark Rookery will at last be at peace.  None can suspect, 
  however, that the hobgoblins have plans to reclaim their 
  ancestral homelands by force.  Further details of these events 
  will be revealed in a forthcoming OwlCon dungeon module 
  OC-3: The Tomb of the Feathered Mage. 
   
  
  45 
   
  PART 5: RANDOM ENCOUNTERS 
  Random encounters vary by time of day and terrain type.  Swampy areas count as open terrain.  Refer to the attached charts: 
   
  Wandering Monsters 
  Dark Rookery, Daylight, Forest 
    
    
  Encounter: 1 in 12, check every hour 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Die 
  Roll 
  Wandering 
  Monster 
  No 
  AC 
  HD 
  hp 
  #AT 
  Damage 
  Move 
  Sav
  e 
  M
  L 
  AL 
  Source 
    
    
  1 
  Beetle, Giant 
  Carnivorous 
  1d6 
  3 
  3+1 
  15 
  1 
  2d6 
  150'(50') 
  F1 
  9 
  N 
  LL 
  Core 
  Rules 
    
    
  2 
  Deathshelf 
  2d8 
  6 
  1-4 
  HD 
  5, 9, 
  14 or 
  18 
  1 
  1d6 x HD 
  3' plus 
  fling 
  F1 
  12 
  N 
  OC2 
    
    
  3 
  Gray Ooze 
  1 
  8 
  3 
  14 
  1 
  2d8 
  10'(3') 
  F2 
  12 
  N 
  LL 
  Core 
  Rules 
    
    
  4 
  Lizard, Giant 
  Horned 
  Chameleon 
  1d3 
  2 
  5 
  23 
  2 
  bite 2d4, 
  horn 1d6 
  120'(40') 
  F3 
  7 
  N 
  LL 
  Core 
  Rules 
    
    
  5 
  Locust, 
  Subterranean 
  2d10 
  4 
  2 
  9 
  1 
  bite 1d2 or 
  slam 1d4 
  or spit 
  60'(20'), 
  fly 
  180'(60') 
  F2 
  5 
  N 
  LL 
  Core 
  Rules 
    
    
  6 
  Mistcap 
  1d8 
  7 
  3 
  14 
  none 
  none 
  0'(0') 
  F1 
  12 
  N 
  OC2 
    
    
  7 
  Owl Bear 
  1d4 
  5 
  5 
  23 
  3 
  claws 1d8, 
  bite 1d8 + 
  hug 
  120'(40') 
  F3 
  9 
  N 
  LL 
  Core 
  Rules 
    
    
  8 
  Smokehorn 
  1d4 
  patches 
  7 
  2 
  9 
  1 
  1d4 + 
  spores 
  0'(0') 
  F1 
  12 
  N 
  OC2 
    
    
  9 
  Snake, Giant 
  Python 
  1d3 
  6 
  5 
  23 
  2 
  bite 1d4, 
  constrict 
  2d8 
  90'(30') 
  F3 
  8 
  N 
  LL 
  Core 
  Rules 
    
    
  10 
  Spider, Giant 
  Crab 
  1d4 
  7 
  2 
  9 
  1 
  bite 1d8 + 
  poison 
  120'(60') 
  F1 
  7 
  N 
  LL 
  Core 
  Rules 
    
    
  11 
  Stranglewine 
  1d8 
  4 
  3 
  14 
  1 
  1d8 
  +strangle 
  90'(30') 
  F2 
  11 
  N 
  OC2 
    
    
  12 
  Twitchstalk 
  1 + 2d6 
  zombies 
  8 
  1 
  5 
  none 
  none 
  0'(0') 
  F1 
  12 
  N 
  OC2 
   
   
   
  
  46 
   
  Wandering Monsters 
  Dark Rookery, Night, Forest 
    
    
  Encounter: 1 in 12, check every hour 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Die 
  Roll 
  Wandering 
  Monster 
  No 
  AC 
  HD 
  hp 
  #AT 
  Damage 
  Move 
  Save 
  ML 
  AL 
  Source 
    
    
  1 
  Beetle, Giant 
  Fire 
  1d8 
  4 
  1+2 
  7 
  1 
  2d4 
  120'(40') 
  F1 
  7 
  N 
  LL Core 
  Rules 
    
    
  2 
  Bugbear Party 
  see below 
    
    
    
    
    
    
    
    
    
    
    
    
  3 
  Centipede, 
  Giant 
  2d4 
  9 
  1d4 
  HP 
  3 
  1 
  1 + 
  poison 
  60'(20') 
  F0 
  7 
  N 
  LL Core 
  Rules 
    
    
  4 
  Deathshelf 
  2d8 
  6 
  1d4 
  HD 
  5, 9, 
  14 or 
  18 
  1 
  1-4x1d6 
  3' + fling 
  F1 
  12 
  N 
  OC2 
    
    
  5 
  Falsestep 
  2d6 
  8 
  1 
  5 
  1 
  poison + 
  special 
  0'(0') 
  F1 
  12 
  N 
  OC2 
    
    
  6 
  Owl Bear 
  1d4 
  5 
  5 
  23 
  3 
  claws 1d8, 
  bite 1d8 + 
  hug 
  120'(40') 
  F3 
  9 
  N 
  LL Core 
  Rules 
    
    
  7 
  Rat, Giant 
  3d6 
  7 
  1d4 
  HP 
  3 
  1 
  1d3 + 
  disease 
  120'(40') 
  F1 
  8 
  N 
  LL Core 
  Rules 
    
    
  8 
  Rhagodessa, 
  Giant 
  1d4 
  5 
  4+2 
  20 
  1 (leg or 
  bite) 
  0 or 2d8 
  150'(50') 
  F2 
  9 
  N 
  LL Core 
  Rules 
    
    
  9 
  Shrieker 
  1d8 
  7 
  3 
  14 
  none 
  none 
  9'(3') 
  F1 
  12 
  N 
  LL Core 
  Rules 
    
    
  10 
  Stranglewine 
  1d8 
  4 
  3 
  14 
  1 
  1d8 + 
  strangle 
  90'(30') 
  F2 
  11 
  N 
  OC2 
    
    
  11 
  Sunwing 
  2d6 
  8 
  2 
  9 
  1 
  acid 
  120'(40') 
  F1 
  8 
  N 
  OC2 
    
    
  12 
  Twitchstalk 
  1 + 2d6 
  zombies 
  8 
  1 
  5 
  none 
  none 
  0'(0') 
  F1 
  12 
  N 
  OC2 
   
  The Bugbear Party is a group of scouts and raiders who have come from the Goblin Strongpoint at area 14.  Their goal is to avoid 
  detection by larger or stronger parties, but to attack, destroy, and loot small or weak groups they may encounter.  The party consists of 
  eight ordinary bugbears (AC 5; HD 3+1; hp 15 each; MV 90’ (30’); AT #1; D 1d6+1 (morningstar) or 1d6 (short bow); Save F3; ML 
  9; AL C) and a leader (AC 4; HD 5; hp 24; MV 90’ (30’); AT #1; D 1d8+2 (battleaxe); Save T5; ML 10; AL C) who has the skills and 
  backstab abilities of a 5th level thief. They are normally unwilling to talk, even in the face of threats of death, but if compelled will reveal 
  that they are preparing for an invasion by the Hobgoblin Chief, Great Lord Ruspgurrt.  The ordinary bugbears have no treasure, but the 
  leader has 5d10 GP and 4d10 SP in goblin minted coins.  This encounter may occur multiple times. 
   
   
   
  
  47 
   
  Wandering Monsters 
  Dark Rookery, Daylight, Open Terrain 
  Encounter: 1 in 6, check every hour 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Die 
  Roll 
  Wandering Monster 
  No 
  AC 
  HD 
  hp 
  #AT 
  Damage 
  Move 
  Save 
  ML 
  AL 
  Source 
    
    
  1 
  Ant, Giant 
  2d4 
  3 
  4 
  18 
  1 
  2d6 
  180'(60') 
  F2 
  7 
  N 
  LL Core 
  Rules 
    
    
  2 
  Beetle, Giant 
  Spitting 
  1d8 
  4 
  2 
  9 
  1 
  1d6 + 
  toxic spray 
  120'(40') 
  F1 
  8 
  N 
  LL Core 
  Rules 
    
    
  3 
  Black Pudding 
  1 
  6 
  10 
  45 
  1 
  3d8 
  60'(20') 
  F5 
  12 
  N 
  LL Core 
  Rules 
    
    
  4 
  Carcass Scavenger 
  1d3 
  7 
  3+1 
  14 
  8 
  paralysis 
  120'(40') 
  F2 
  9 
  N 
  LL Core 
  Rules 
    
    
  5 
  Dwarf Party 
  see 
  below 
    
    
    
    
    
    
    
    
    
    
    
    
  6 
  Earth Elemental 
  1 
  2 
  8 
  36 
  1 
  1d8 + 
  earth touch 
  60'(20') 
  F8 
  10 
  N 
  LL Core 
  Rules 
    
    
  7 
  Goats 
  3d10 
  7 
  1 
  5 
  1 
  1d4 
  240'(80') 
  F1 
  5 
  N 
  LL Core 
  Rules 
    
    
  8 
  Gray Worm 
  1d3 
  6 
  6 
  27 
  1 
  1d8 + 
  swallow 
  whole 
  60'(20') 
  F3 
  9 
  N 
  LL Core 
  Rules 
    
    
  9 
  Insect Swarm 
  1 
  7 
  4 
  18 
  1 
  2 
  30'(10'), 
  Fly 60'(20') 
  F0 
  11 
  N 
  LL Core 
  Rules 
    
    
  10 
  Ochre Jelly 
  1 
  8 
  5 
  23 
  1 
  2d6 
  30'(10') 
  F3 
  12 
  N 
  LL Core 
  Rules 
    
    
  11 
  Rust Monster 
  1d4 
  2 
  5 
  23 
  1 
  rust 
  120'(40') 
  F3 
  7 
  N 
  LL Core 
  Rules 
    
    
  12 
  Camp Remnant 
  see 
  below 
    
    
    
    
    
    
    
    
    
    
   
  The Dwarf Party is a group of explorers/adventurers from the surface world.  They found their way into the Dark Rookery two weeks 
  ago by being washed down one of the rivers; they are desperately looking for a way back out.  Their experiences in this hostile 
  environment have made them more likely to fight or flee than parlay, but a diplomatic approach by obviously non-hostile sorts has a 
  chance of convincing them to listen before attacking.  There are five ordinary dwarves (AC 4; D3; hp 17; MV 60’ (20’); #AT 1; D 1d8 
  (battleaxe) or 1d8 (heavy crossbow); Save D3; ML 8; AL N), one leader named Zevvev (AC 2; D6; hp 32; MV 60’ (20’); #AT 1; D 
  1d4+3 (light hammer) or 1d8 (heavy crossbow); Save D6; ML 10; AL N) who has a Light Hammer +1 and Shield +1, and a halfling 
  named Blackpepper (AC 4; H5; hp 18; MV 120’ (40’); #AT 1; D 1d6+1 (short sword) or 1d4 (sling); Save H5; ML 8; AL L) who has a 
  Short Sword +1 and a potion of Extra-Healing. Each explorer also has 1d6 GP per level.  They are short on food supplies and are 
  growing desperate. New PCs may be inserted into the game with this encounter.  This encounter will occur once; after that, roll again. 
   
  The Camp Remnant is the remains of an old encampment that is found under the shelter of a ragged rock outcropping.  A fire had 
  been built in this location but was obviously extinguished weeks or months ago.  The camp has some rotting foodstuffs, 50’ of silk rope, 
  ten flasks of oil, a working lantern, and a potion of Levitation.  This encounter will occur once; after that, roll again. 
  
  48 
   
   
  Wandering Monsters 
  Dark Rookery, Night, Open Ground 
    
  Encounter: 1 in 6, check every hour 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Die 
  Roll 
  Wandering 
  Monster 
  No 
  AC 
  HD 
  hp 
  #AT 
  Damage 
  Move 
  Save 
  ML 
  AL 
  Source 
    
    
  1 
  Ape, Albino 
  1d6 
  6 
  4 
  18 
  2 
  1d4/1d4 
  120'(40') 
  F2 
  7 
  N 
  LL Core 
  Rules 
    
    
  2 
  Bat, Normal 
  1d100 
  6 
  1 HP 
  1 
  confuse 
  none 
  9'(3'), fly 
  120'(40') 
  F0 
  6 
  N 
  LL Core 
  Rules 
    
    
  3 
  Bat, Giant 
  1d10 
  6 
  2 
  9 
  1 
  1d4 
  30'(10'), fly 
  180'(60') 
  F1 
  8 
  N 
  LL Core 
  Rules 
    
    
  4 
  Beetle, Giant 
  Spitting 
  1d8 
  4 
  2 
  9 
  1 
  1d6 + toxic 
  fluid 
  120'(40') 
  F1 
  8 
  N 
  LL Core 
  Rules 
    
    
  5 
  Black Pudding 
  1 
  6 
  10 
  45 
  1 
  3d8 
  60'(20') 
  F5 
  12 
  N 
  LL Core 
  Rules 
    
    
  6 
  Ghoul 
  1d6 
  6 
  2 
  9 
  3 
  1d3/1d3/1d
  3 + paralyze 
  90'(30') 
  F2 
  9 
  C 
  LL Core 
  Rules 
    
    
  7 
  Lizard, Giant 
  Gecko 
  1d6 
  5 
  3+1 
  15 
  1 
  1d8 
  120'(40') 
  F2 
  7 
  N 
  LL Core 
  Rules 
    
    
  8 
  Rat, Ordinary 
  5d10 
  9 
  1 HP 
  1 
  1 (per 
  swarm) 
  1d6 
  60'(20') 
  F0 
  5 
  N 
  LL Core 
  Rules 
    
    
  9 
  Stirge 
  1d10 
  7 
  1 
  5 
  1 
  1d3 + blood 
  drain 
  30'(10'), fly 
  180'(60') 
  F2 
  9 
  N 
  LL Core 
  Rules 
    
    
  10 
  Strigid Group 
  See 
  below 
    
    
    
    
    
    
    
    
    
    
    
    
  11 
  Sunwing 
  2d6 
  8 
  2 
  9 
  1 
  acid 
  120'(40') 
  F1 
  8 
  N 
  OC2 
    
    
  12 
  Tytonid Group 
  See 
  below 
    
    
    
    
    
    
    
    
    
    
   
  The Strigid Group consists of two novice Strigids (AC 7; HD 1+1; hp 6 each; MV 120’ (40’); #AT 1; D 1d6 (short sword) or 1d6 (short 
  bow); Save F1; ML 8; AL L) led by a legendary tracker, Quarlo-tic (AC 7; HD 4; hp 19; MV 150’ (50’), #AT 1; 1d8+1 (axe) or 1d6+1 
  (short bow); Save F4; ML 11; AL L).  This group has been cornered in a shallow ravine by a giant tuatara lizard (AC 4; HD 6; hp 27; 
  MV 90’ (30’); #AT 3 (2 claws, 1 bite); D 1d4 (claws) and 2d6 (bite); Save F4; ML 6; AL N).  Quarlo-tic has a Daunting Quiver; if at least 
  one normal arrow is left inside this container overnight, it will enchant one missile into an Arrow +1 by morning.  Quarlo-tic has saved 
  up six such magical arrows.  He has no treasure he is willing to part with, but he will be grateful if the party helps him.  His group will 
  join the party for a day, and his knowledge of the country is such that no random encounter rolls are required during that time. 
   
  The Tytonid Group consists of four apprentice Tytonids (AC 8; HD 1; hp 5 each; MV 120’ (40’); #AT 1; D 1d6 (spear) or 1d6 (light 
  crossbow); Save M1; ML 8; AL C), six Grubbers (AC 8; HD 1d4 hp; hp 3 each; MV 90’ (30’); #AT 1; D 1d4 (club); Save F1; ML 6; AL 
  N), and one Tytonid Mage Captain (AC 7; HD 4; hp 18; MV 120’ (40’); #AT 1; D 1d8 (longsword) or 1d6 (light crossbow); Save M4; 
  ML 10; AL C) who are patrolling looking for Strigids to capture.  The apprentices each know one spell, either Sleep or Magic Missile.  
  The Mage Captain knows the spells Light, Shield, Levitate and Web.  Each apprentice has 1d6 cave pearls, while the Mage Captain has 
  20 cave pearls and a golden ring with an owl head.  This looks like an Owl Ring but is actually non-magical; it is worth 150 GP. 
  
  49 
   
   
   
   
  PART 6: FURTHER ADVENTURES 
  Dungeon masters interested in expanding the scope of the adventure have a number of options.  Consider these ideas for further 
  exploration of the Dark Rookery environment: 
  1. Up the Bat Chimney. The bat lair described at area 16 could be more extensive than described.  A side-passage could lead to a 
  network of caves occupied by morlocks who tame the giant bats and use them as steeds.  The outlet of the shaft on the surface could be 
  close to a mountain monastery occupied by monks who appear benevolent during the day, but whose character changes when the sun 
  sets … 
  2. Other Exits to the Surface. There may very well be other ways to reach the surface world from the Dark Rookery, apart from those 
  described in this adventure.  Tunnels may follow underground rivers, or perhaps goblin-dug stairs may once have been used to raid the 
  lands above.  These passages could lead to labyrinths of caves, long abandoned – or perhaps infested with monsters. 
  3. Hobgoblin Ruins. Several of the encounter areas in this adventure were artifacts of the former hobgoblin residents.  Additional ruins 
  that predate the coming of Ornovael may be buried deep in overgrown patches of fungal forest.  Some of them may have been built by 
  hobgoblins for their nefarious purposes; other structures may be older than that … 
  4. Beyond the Goblin Strongpoint. The hobgoblin plans to retake the Dark Rookery have received a setback; the reunited owl peoples 
  will be more effective in defending their homeland.  Evidence will come to light, however, that other hobgoblin machinations still pose a 
  threat to the Tytonid/Strigid alliance.  Brave adventurers must venture deep into hostile underground territory in dungeon module OC-
  3: Tomb of the Feathered Mage, which is expected to be played at OwlCon 45 in 2016. 
  5. Down the Sinkhole. Over the course of performing owl-hybrid experiments over many years, the Tytonids have created many 
  successes – and more than a few failures.  Many monsters were deemed mistakes and were cast down into the Pit of the Discarded.  
  Most perished from the long fall, but a few did not.  These survivors still lurk in the darkness, allying themselves with the natives of these 
  under-caverns and plotting their revenge. Their plans will be revealed in dungeon module OC-4: Warrens of the Night-Hunters, due out 
  in 2017. 
  6. Beyond the Sunslug. The Tytonids know a piece of folklore, which says that Ornovael placed the Sunslug where it is for a reason.  
  Tales tell that in the first days of the Dark Rookery, there was a great void above where the Sunslug’s central maw rests.  These stories, 
  if true, will be further explored in dungeon module OC-5: A Screech From Beyond, planned for release in 2018. 
   
   
   
   
   
   
   
   
   
  
  50 
   
  PART 7: NEW MONSTERS 
  The following pages contain monsters new to this adventure.  Break out the pages for easy reference while running this module. 
   
   
  
  51 
   
  AUELBEAR 
  Armor Class:  
  4 
  Hit Dice: 
   
  8 
  Move:  
   
  120' (40') 
   
   
  Attacks:  
   
  3 
   
  Damage: 
  2d8(bite) and 
  2d6(claws) plus hug  
  No. Appearing: 
  1 (1d2) 
  Save As:  
   
  F8 
  Morale: 
   
  12 
  Treasure Type: 
  XXI  
  Alignment: 
   
  Neutral 
   
   
  Auelbears are larger, angrier versions of Owl Bears.  While Owl Bears cross an owl with a 
  large brown bear, Auelbears are made from a primordial Cave Bear, a much larger and 
  more ferocious predator.  Auelbears can stand on all fours or on their hind legs, and when 
  they stand erect they exceed twelve feet tall.  Their feathery hide tends to brownish and 
  reddish coloration, with a crest of cream-colored spines and quills that runs over their 
  heads and down their backs.  The beak of an Auelbear is serrated, giving their jaws the 
  appearance of teeth. 
  Much like Owl Bears, Auelbears can hug any opponent that they hit with both claws.  Any 
  target that is hugged is automatically dealt 4d6 additional damage.  Furthermore, 
  Auelbears can roar once per day, and this terrifying loud cry can strike fear into the heart 
  of even the bravest adventurer unless a save vs. petrification is made.  Any living creature 
  with the ability to hear that is within 60’ of the roar and fails its save will be at -2 on all to 
  hit rolls and saving throws for six rounds.   
  Auelbears are solitary and territorial hunters that dwell in caves.  They mark their hunting 
  grounds and then viciously defend them from all intruders, including other Auelbears.  
  They will briefly associate peacefully with a mate when the season is right, but as soon as 
  she has been fertilized, the female will drive the male out of her territory.  Adolescent 
  hatchlings are likewise savagely repelled, and it is not unknown for a mother to kill her 
  own young if they do not leave her hunting grounds quickly enough.  Auelbears can track 
  by scent and will tenaciously pursue prey for many miles.
   
   
   
  
  52 
   
  COPPERLING 
  Armor Class:  
  5 
  Hit Dice: 
   
  2+2 
  Move:  
   
  150' (50') (flying) 
  Attacks:  
   
  1 (see below)  
  Damage: 
   
  1d4 (see below) 
   
  No. Appearing: 
  1 
  Save As:  
   
  M3 (see below) 
  Morale: 
   
  8 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Copperlings are constructs built in the form of large owls.  They stand about 3’ tall and 
  have a 5’ wingspan.  Their beaks, talons and feathers are painstakingly crafted from bright 
  copper, and their eyes are glassy and ringed with rivets.  They can fly and prefer to perch 
  on high branches. 
  Copperlings were originally built by Ornovael as messengers and companions; however, 
  over time their intelligence and sense of purpose has degraded.  Although they speak the 
  Owl-language common to Strigids and Tytonids, copperlings are only erratically rational, 
  frequently communicating in gibberish or riddles.  Some copperlings may still be 
  attempting to perform a mission assigned to them long ago; others may lie dormant until 
  activated by a preset condition.   
  Copperlings are not offensive, although they will peck with their beaks if cornered.  They 
  have a unique defense mechanism, however, in that they can warp probability around 
  them.  Bizarre coincidences cause attackers to damage themselves or their companions if 
  they target a copperling.  Any time an attack is made against a copperling, two dice must 
  be rolled and the worse roll taken; if the worse roll misses where the better die would have 
  hit, that hit is scored against the attacker’s companions or the attacker himself.  Likewise, 
  any spell requiring a saving throw is saved against twice and the better roll taken; if this 
  save is made where the worse roll would have failed, the spell affects the attackers as well. 
  This same mechanism gives copperlings a limited ability to see the future, and they have 
  some oracular ability, although their will and means to communicate what they see is 
  necessarily limited by their malfunctioning intellect.
   
  
  53 
   
   
  DEATHSHELF 
  Armor Class:  
  6 
  Hit Dice: 
   
  1 HD to 4 HD 
  Move:  
   
  3’ (see below)  
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d6 per hit die 
   
  No. Appearing: 
  2d8 
  Save As:  
   
  F1 
  Morale: 
   
  12 
  Treasure Type: 
  XI 
  Alignment: 
   
  Neutral 
   
   
  Deathshelf is a type of dangerous fungus that is commonly found in subterranean areas, 
  particularly in fungus forest areas.  They are shelf fungi that grow on the trunks of large, 
  harmless mushrooms or toadstools.  They range in size from 1 HD, which are the span of 
  a man’s hand, to 4 HD, which are several feet across and can only grow on the largest of 
  fungal boles.  They have the ability to slowly adjust their coloration to match the host 
  fungus they cling to.  Deathshelf fungi cling to their home trunk with tiny squirming 
  tendrils, which allow them to slowly move from place to place; their outward-facing edges 
  are rimmed with many serrated teeth. 
  Deathshelf fungi have the ability to fling themselves at prey in a spinning motion, not 
  unlike shuriken.  They can attack creatures up to 40’ away.  If they hit, they inflect 1d6 
  damage per hit die.  Note, however, that they can only attack once; if they hit and kill, 
  they feed, but if they miss, they must slowly crawl back to a new trunk, during which time 
  they are defenseless. 
  Deathshelf fungi are not intelligent.  They have light-sensitive spots on their upper and 
  lower faces that allow them to perceive prey; they launch themselves when visible 
  creatures enter their attack range.  Deathshelf fungi reproduce readily, and hence are often 
  found in large and dangerous groups.
   
  
  54 
   
  FALSESTEP 
  Armor Class:  
  8 
  Hit Dice: 
   
  1 
  Move:  
   
  0’ 
   
   
  Attacks:  
   
  see below 
   
  Damage: 
   
  see below 
   
  No. Appearing: 
  2d6 
  Save As:  
   
  F1 
  Morale: 
   
  12 
  Treasure Type: 
  XI 
  Alignment: 
   
  Neutral 
   
   
  Falsesteps are a variety of dangerous fungus that is commonly found in large subterranean 
  caverns where Sunwings are also present.  They are a puffball-type fungus about 18” in 
  diameter, and they remain buried just below the soil of their cavern.  A set of curved hooks 
  rings the spore-filled bladder that makes up most of their bodies.  The falsestep clutches 
  these hooks close to itself during the day, but during the night they quietly open up like a 
  bear-trap awaiting prey. 
  Stepping on a falsestep has no effect during the day, but at night, two things happen.  
  First, the puffball deflates, and as the victim’s foot sinks down into the dirt, a cloud of milky 
  white spores are released. These spores attract Sunwings; 1d6 will arrive in 2d6 rounds.  
  The spores also affect the nervous system of the victim; if a save vs. poison is not made, 
  living creatures will be affected as by a Slow spell. 
  Second, the hooks that ring the falsestep fold in on the limb that deflated the puffball.  
  This causes no damage but traps the limb of the victim.  Those who make a strength 
  check may pull themselves free in 1d4 rounds; those who fail must laboriously cut 
  themselves free, a process which takes 1d4 turns.
   
   
   
  
  55 
   
  GRASPER 
  Armor Class:  
  7 
  Hit Dice: 
   
  5 
  Move:  
   
  120' (40')  
   
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d8 (see below) 
   
  No. Appearing: 
  1d4 
  Save As:  
   
  F4 
  Morale: 
   
  9 
  Treasure Type: 
  X 
  Alignment: 
   
  Chaotic 
   
   
  Graspers are underground-dwelling monstrosities of unknown origin.  They resemble an 
  enormous hand and forearm of a humanoid; the palm is over 5’ across and the fingers are 
  another 4’ long. The pallid “arm” is 4’ thick but can stretch and bend bonelessly, giving 
  the grasper a reach of 40’.   
  There is nothing to the grasper save the hand and arm; their body ends where the elbow 
  should be, with only a few squirming tentacles that serve to root the monster in the 
  ground.  Graspers inhabit caves, and they set down their roots such that they can reach 
  out of the cave to snatch prey, but retreat around a bend if threatened by missile fire. 
  Graspers appear to wear a bronze ring with a translucent gem.  The gem is actually their 
  eye, which has 60’ darkvision.  The gem is small and difficult to damage (AC 3), but if a 
  single hit does 6 hp, the monster is blinded and will likely retreat.  Graspers attack by 
  clutching and squeezing prey; once seized, an opponent will take constricting damage each 
  round until it is dead or escapes. A creature with giant strength may automatically escape; 
  other opponents must use their action making a strength check to slip free.  A grasped 
  opponent has a 25% chance of having one arm pinned, and a 25% chance of having both 
  arms trapped.  A slain victim is drawn into the grasper’s cave to be slowly digested. 
  Graspers are wicked and cruel, toying with victims to extract the greatest degree of panic 
  before killing them.  They do not collect treasure, but the goods of their prey fall inside 
  their noisome caves.  Graspers reproduce by budding, and all grasper groups are either 
  right-handed or left-handed.  If opposite handed graspers encounter each other, they fight 
  to the death.
   
  
  56 
   
  GRUBBER 
  Armor Class:  
  8 
  Hit Dice: 
   
  1d4 hp 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  1 (or by weapon) 
   
  Damage: 
   
  1d3 or by weapon  
  No. Appearing: 
  1d6 (5d6) 
  Save As:  
   
  F1 
  Morale: 
   
  6 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Grubbers are owl-headed humanoids created as a servitor race by the Tytonids.  When the 
  Tytonid and Strigid peoples began their infighting, the Tytonids lost access to the Strigid’s 
  inclinations for physical labor and craftsmanship.  Using the skills in warping living material 
  taught to them by Ornovael, the Tytonids made Grubbers to serve them as slaves. 
  Grubbers are pale shadows of Strigids.  They stand about four feet tall and have drab grey 
  feathers with no distinguishing markings.  Their beaks are small and their eyes are dull and 
  lifeless.  Their hands are clumsy, with thick fingers, and they have a shuffling walk.  
  Grubbers have no gender and cannot reproduce; they are created in Tytonid vats. 
  Grubbers are slow-witted and cowardly, doing what they are told without question.  They 
  fight in self-defense or if ordered by Tytonids, but they have no skill with weapons more 
  sophisticated than clubs, and they are likely to break and run if presented with a serious 
  challenge.  Grubbers wear no clothing and do not keep treasure.  They speak the language 
  of Owl-humanoids, but slowly and haltingly.
   
   
   
  
  57 
   
  MISTCAP 
  Armor Class:  
  7 
  Hit Dice: 
   
  3 
  Move:  
   
  0’ 
   
   
  Attacks:  
   
  see below 
   
  Damage: 
   
  see below 
   
  No. Appearing: 
  1d8  
  Save As:  
   
  F1 
  Morale: 
   
  12 
  Treasure Type: 
  none 
  Alignment: 
   
  Neutral 
   
   
  Mistcaps are stationary fungi that live in dark, subterranean places.  They resemble 
  toadstools between 8’ and 12’ tall, with broad reddish-tinged caps and white spots.  They 
  have thick, pale stalks, and the undersides of their caps are ribbed with gills. 
  Mistcaps cannot attack, but when they sense movement within 30’, or bright light within 
  60’, their gills open and emit thick clouds of cool water vapor.  Local predators may notice 
  this plume of water vapor and are likely to converge on the site; for every round that the 
  mistcap is venting, there is a 50% chance of attracting a wandering monster.  Wandering 
  monsters will arrive on the scene in 2d6 rounds. 
  Alternatively, cunning or intelligent predators will stake out a stand of mistcaps and patrol 
  the area, causing them to discharge water vapor continuously.  This fills the area with a 
  thick cloud-like fog, reducing visibility to 5’ and allowing monsters to hide and wait for prey 
  to come along.  Many monsters also use mistcaps as sources of drinking water in areas 
  where fresh running water is scarce.
   
   
   
  
  58 
   
  OWL SNAPPER 
  Armor Class:  
  3 
  Hit Dice: 
   
  6 
  Move: 
  30' (10') or swim 
  90’ (30’) 
   
   
  Attacks:  
   
  1 
   
  Damage: 
   
  2d8 plus clamp 
   
  No. Appearing: 
  1 (1d4) 
  Save As:  
   
  F6 
  Morale: 
   
  9 
  Treasure Type: 
  XVIII  
  Alignment: 
   
  Neutral 
   
   
  Owl Snappers are hybrids between owls and giant snapping turtles. They live in bogs, 
  swamps, and shallow lakes, where they catch fish, lizards and eels for their suppers.  
  However, Owl Snappers are omnivorous and can eat vegetative matter, as well as any 
  adventurers that happen along.  Owl Snappers defend the body of water they live in, but 
  they do not generally pursue foes who reach the safety of dry ground. 
  Owl Snappers can grow up to ten feet long from the tips of their beaks to the ends of their 
  broad, flat tails.  These beasts are protected by a hard shell covered with scales, each one 
  of which has feathery growths that make it a good place for fungal and vegetable matter to 
  grow.  Owl Snappers lying partially submerged in the water look very much like a 
  hummock or mass of swamp growth. Their nostrils are long, like snorkels, so a snapper 
  can lie in wait for prey with their heads below water, motionless for hours until something 
  comes too close.   
  Owl Snappers that bite an opponent clamp onto it with their powerful jaws.  On the next 
  round after a successful bite attack, an Owl Snapper receives a +4 to hit against that same 
  opponent. Their beaks are very sharp and can be made by Strigids into cutting tools; their 
  shell is likewise prized by Strigid craftsmen for its value in shield-making. 
  Owl Snappers hunt alone but live in small family groups.  A family will dig a communal 
  burrow whose entrance lies below the water line, but the digs themselves are dry and have 
  access to breathable air.  Snappers do not collect treasure, although it sometimes is found 
  scattered around the entrance to their lairs.
   
  
  59 
   
  OWL WASP 
  Armor Class:  
  7 
  Hit Dice: 
   
  1+1 
  Move:  
   
  fly 150' (50')  
   
  Attacks:  
   
  Bite or Sting  
  Damage: 
  1d8 (bite) or 1d4 
  plus poison (sting) 
   
  No. Appearing: 
  1d4 (5d8) 
  Save As:  
   
  F1 
  Morale: 
   
  8 
  Treasure Type: 
  none 
  Alignment: 
   
  Neutral 
   
   
  Owl Wasps are fusions of owls and stinging insects.  They are about four feet long, with 
  six legs and two insectile wings.  They are covered with a shaggy-feathered carapace of 
  chitin with tan and black striping.  Owl Wasps have a narrow thorax and a bulging 
  abdomen tipped with a sharp stinger.  Their heads are owl-like but have compound eyes 
  and antennae. 
  Owl Wasps are nimble fliers and prefer to attack from the air.  They can either sting or 
  bite in a round, preferring to sting first.  Each sting from an Owl Wasp injects venom that 
  reduces the victim’s Dexterity score by 1d6 points for three days unless a saving through 
  versus poison is made.  The sting may be used again and again.  A victim whose Dexterity 
  is reduced to zero is paralyzed.  Owl Wasps are susceptible to smoke and will fall into a 
  stupor if it is produced in great quantity. 
  Owl Wasps make large communal nests by mixing wood and saliva into a paper-like 
  material.  Owl Wasp paper is highly prized by wizards for scroll making.  Each nest 
  compartment is only 2’ across, and wasps inside one can only bite.  One of the Owl 
  Wasps in this nest will be a queen with 3 HD.
   
   
   
  
  60 
   
   
  OWLETTE 
  Armor Class:  
  1 (4 under “fin”) 
  Hit Dice: 
   
  9 
  Move: 
  120' (40') or burrow 
  60’ (20’) 
   
   
  Attacks:  
   
  1 bite, 2 claws 
   
  Damage: 
   
  bite 2d6, claws 1d8  
  No. Appearing: 
  1 
  Save As:  
   
  F9 
  Morale: 
   
  10 
  Treasure Type: 
  XVII  
  Alignment: 
   
  Neutral 
   
   
  Owlettes are a monstrous cross between an owl, an armadillo, and a shark.  They are 
  quadrupedal, about twelve feet long from the tip of their saw-toothed beaks to the end of 
  their blunt forked tails.  Owlettes have incredibly hard and sharp talons that are capable of 
  burrowing through solid earth.  Their bodies are covered with dull grey feathers that have a 
  high lead content; they overlap each other, creating a kind of scaly armor reinforced with 
  banding around its body.  The only place where this protection is absent is under the 
  Owlette’s dorsal fin, which rises up when the creature is angry or afraid, exposing a small 
  unarmored patch on its back. 
  Owlettes have very poor vision but have excellent senses of smell.  Additionally, they can 
  feel vibrations through the earth from hundreds of feet away, making them adept at 
  tracking any creature walking on the ground.  When Owlettes attack from below ground, 
  their fin rises and breaks the soil as the creature charges, looking something like a shark’s 
  fin cutting through the water. 
  Owlettes are fierce predators and will attack any target, but they are especially fond of the 
  flesh of horses or anything with equine blood and will preferentially attack such targets 
  above all others.
   
  
  61 
   
  OWLEVIATHAN 
  Armor Class:  
  3 
  Hit Dice: 
   
  8 
  Move:  
   
  90' (30') or  
   
   
   
  fly 180’ (60’)  
  Attacks:  
   
  3 
   
  Damage: 
   
  1d4/1d4/2d8 
   
  No. Appearing: 
  1 (1d4) 
  Save As:  
   
  F8 
  Morale: 
   
  9 
  Treasure Type: 
  XV 
  Alignment: 
   
  Chaotic 
   
   
  Owleviathans are hybrids between snowy owls and white dragons.  Their heads are 
  remarkably owl-like and fluffy, but are perched on the end of a serpentine neck.  The 
  feathers give way to flat scales by the time they reach the body, which is flat white and 
  reptilian, with massive bat wings and four powerful taloned legs.  The tail is feathered and 
  not effective in combat. 
  Owleviathans are quite intelligent and can converse in the Owl-language of Tytonids and 
  Strigids.  They have also been taught up to four 1st level magic-user spells by Tytonid 
  apprentices.  Owleviathans are as evil as their dragon stock, however, and their true goal is 
  to amass treasure and power from those too weak to protect themselves.   
  Owleviathans have a breath weapon: a cone of cold that is 80’ long and 30’ wide at the 
  end.  This weapon can be used up to three times per day.  It does cold damage equal to 
  the hit points of the dragon when it makes the attack; a saving throw versus breath 
  weapons is allowed to reduce this damage by half.  Owleviathans also have a screech 
  attack – a piercing shriek that incites fear in all within 50’, but a saving throw versus spells 
  is allowed to negate this effect.   
  Owleviathans can breed true with white dragons or giant owls.  Their eggs are worth 
  1,000 GP each in a major city.
   
   
   
  
  62 
   
  OWLIGATOR 
  Armor Class:  
  5 
  Hit Dice: 
   
  3 
  Move: 
  60' (20') or swim 
  180’ (60’) 
   
   
  Attacks:  
   
  1  
   
  Damage: 
   
  2d4 
   
  No. Appearing: 
  1d6 (3d6) 
  Save As:  
   
  F2 
  Morale: 
   
  9 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Owligators are hybrids between alligators and fishing owls.  They have long crocodilian 
  bodies with four talon-tipped feet, a long tail, and a broad head with small black eyes set 
  high enough that the creature can watch its surroundings with most of its body submerged.  
  Its long jaws are actually a wide owl-beak stretched to 18” in length, and with serrations 
  along its edges in place of teeth.  An Owligator’s feathers are smooth and lie flat along its 
  skin, with only a serrated ridge running down its back.  Owligators grow up to 12’ long, 
  although exceptional monsters may be considerably larger. 
  Owligators live in swamps and marshes, and although their chief prey is fish, they are 
  always ravenous and will bring down whatever animal approaches the water’s edge.  
  Owligators have adapted a unique hunting strategy; they lie in wait until potential prey 
  approaches within 20’ of the water, then rise above the surface and utter an ear-piercing 
  screech.  This screech temporarily liquefies even dry sand and soil, effectively making all 
  slopes within 30’ very slippery.  Any creature standing on a downward slope must pass a 
  Dexterity check or fall into the water.  Owligators are very dangerous opponents when 
  swimming; in addition to their bite, they can lash with their tails for an additional 1d6 hp, 
  and on a bite to-hit roll of 20 they latch on and drag opponents underwater where usual 
  drowning rules apply. 
  Owligators live in groups but are not especially social, and will fight one another when 
  competing for prey.  Breeding Owligators sit on large mud nests, and are very territorial 
  when protecting their eggs.
   
   
   
  
  63 
   
  OWLMATON 
  Armor Class:  
  2 
  Hit Dice: 
   
  7 
  Move:  
   
  30' (10') 
   
   
  Attacks:  
   
  2 
   
  Damage: 
   
  2d8 
   
  No. Appearing: 
  1 
  Save As:  
   
  F6 
  Morale: 
   
  12 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Owlmatons are golems crafted from fine-grained slabs of basalt.  They have minimalist 
  features, with short beaks and eyes that are mere black slits.  Owlmatons stand twelve feet 
  tall and are six feet across.  Their bodies are long, but their legs are short and stubby; in 
  contrast, their arms hang almost to the ground and end in huge fists.  The only 
  decorations on a typical Owlmaton are faint carvings of stylized feathers. 
  Owlmatons were originally built by Ornovael to help his owl-men build and maintain 
  structures and excavations in the Dark Rookery.  The secret of making these constructs 
  has been lost by the Tytonids, and the words needed to control them have largely been 
  forgotten.  With the right command words, an Owlmaton can be commanded to Build, 
  Destroy, Stop, Follow and Attack; other individuals may have other commands built in.  In 
  the absence of any commands, an Owlmaton stands still, impassively staring into space for 
  weeks, years, or even generations. 
  Owlmatons are built to craft and demolish stone.  Their powerful arms deliver mighty 
  blows, but against stone structures or natural rock formations they are especially deadly.  
  An Owlmaton does double damage to creatures made of rock.  Magic weapons are 
  required to damage them.
   
   
   
  
  64 
   
  OWLMERA 
  Armor Class:  
  4 
  Hit Dice: 
   
  9 
  Move:  
   
  120' (40') or 
   
   
   
  fly 180’ (60’)  
   
  Attacks:  
   
  5 (2 claws, 3 bites)  
  Damage: 
  1d3/1d3/2d4/2d4/3d4 
   
  No. Appearing: 
  1 (1d2) 
  Save As:  
   
  F9 
  Morale: 
   
  9 
  Treasure Type: 
  XVII  
  Alignment: 
   
  Chaotic 
   
   
  Owlmeras are failed experiments in Ornovael’s magical fusing of animals.  They are three-
  headed beasts: one head resembles that of an owl-like griffon, another has the beak and 
  horns of a triceratops, and the third appears the same as that of a red dragon.  The 
  creature has two vicious claws that it can attack with; additionally, the griffon head bites, 
  the triceratops head gores, and the dragon bites as well as breathes flame. 
  The fire breath of the dragon head is a cone that is 50’ long and is 10’ wide at its furthest 
  extent.  This breath weapon may be used three times per day.  It does 3d6 hp damage; a 
  save vs. breath weapon is allowed to reduce this damage by half.  This fire breath also sets 
  flammable items on fire. 
  The owlmera is a vicious predator that lurks in caves and attempts to ambush opponents 
  from above.  It is fond of treasure and will bring whatever appears valuable back to its lair, 
  which is usually located in a high place that is difficult for non-flying creatures to reach.  
  The three heads of the owlmera cooperate in combat, but otherwise do not get along well; 
  the griffon and triceratops heads have more of the owl-nature and gang up on the dragon, 
  leading to noisy fights; if encountered in its lair, an owlmera can be surprised 50% of the 
  time owing to this distraction.
   
   
   
  
  65 
   
  OWL-MI’RAJ 
  Armor Class:  
  8 
  Hit Dice: 
   
  1d4 hp 
  Move:  
   
  120' (40') 
   
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d4 
   
  No. Appearing: 
  6d6 
  Save As:  
   
  0 level human 
  Morale: 
   
  8 (12) 
  Treasure Type: 
  XX  
  Alignment: 
   
  Neutral 
   
   
  Owl-Mi’Raj are tiny omnivores that look like foot-tall flightless desert owls, but with a very 
  sharp 8” long spiral horn emerging from their foreheads.  They live in large family 
  groupings and mainly subsist on roots or nuts, plus any lizards or insects they can find.  
  However, Owl-Mi’Raj are incredibly aggressive toward any living creature that intrudes 
  upon the territory they claim as their own; within the bounds of their “home turf”, these 
  creatures have a morale of 12. They fearlessly attack all intruders in swarms, suicidally 
  throwing themselves against the foe until they are killed or repelled.  Any such creatures 
  brought down by an Owl-Mi’Raj pack are messily devoured.   
  Owl-Mi’Raj have wings but cannot fly.  Their primary means of locomotion is by hopping, 
  and watching a pack of Owl-Mi’Raj charging to the attack is like watching waves break 
  upon the shore.  An Owl-Mi’Raj can jump up to 5’ high and across 10’ gaps. 
  The horn of the Owl-Mi’Raj has magical properties and will fetch up to 100 gold pieces 
  each in a major city.  When powdered and used in the making of potions, these horns 
  enhance the efficacy of these magic items; potions with a duration last 50% longer, and 
  any 1s rolled on dice for random effects may be re-rolled.  Owl-Mi’Raj have an inherent 
  ability to sense magic, and while they are no smarter than animals, they seek out magic 
  items and drag them into their lairs.
   
   
   
  
  66 
   
  OWLUGH 
  Armor Class:  
  4 (sense organ is 6) 
  Hit Dice: 
   
  6 
  Move:  
   
  60' (20') 
   
   
  Attacks:  
   
  2 tentacles, 1 maw  
  Damage: 
   
  2d4 or 2d8  
  No. Appearing: 
  1 (1d3) 
  Save As:  
   
  F6 
  Morale: 
   
  9 
  Treasure Type: 
  X  
  Alignment: 
   
  Neutral 
   
   
  Owlughs are hideous monstrosities, their creation the unfortunate result of Ornovael’s owl-
  fusing techniques used by incompetent and amoral apprentices.  They are capable of 
  digesting anything, and as a result are often used as garbage disposals by intelligent 
  dungeon inhabitants.   
  An Owlugh stands on three sturdy, trunk-like legs tipped with sharp talons, well adapted to 
  maintaining balance on the slick floors of sewers.  Their massive, bloated bodies are 
  covered with a thick, slime-soaked grey hide, making them very slippery.  A single toothy 
  maw two feet wide dominates the center of their 4’ diameter bodies; this is their digestive 
  opening, and their stomach acids can dissolve even metal in time.  Owlughs have two 
  fighting tentacles that can extend up to 12’ from their bodies; the ends are tipped by the 
  eyeless heads of great horned owls, complete with beaks.  Owlughs can breathe and 
  vocalize through these mouths (allowing them to keep the bulk of their bodies hidden 
  under sewage) but cannot swallow food with them; they use these beaks to grip prey and 
  drag them into their central maws.  Owlughs also have a third tentacle, a sense organ 
  cluster with three owl-like eyes stacked vertically.  This sense organ also allows the owlugh 
  to smell and hear very well; it can be extended up to 6’ in height. 
  A fighting tentacle that hits will also drag prey to its maw unless the victim passes a 
  Strength test to escape.  Any creature bit by the central mouth has a 75% chance of 
  contracting typhus; sufferers lose 1 point of Strength and Constitution per day until two 
  consecutive saves vs. poison are made.  Owlughs are not stupid, and some have even 
  learned a few words of Ornovael’s owl-speech, but they are interested only in food.
   
   
   
  
  67 
   
  SMOKEHORN 
  Armor Class:  
  7 
  Hit Dice: 
   
  2 per 10’x10’ patch 
  Move:  
   
  0’ 
   
   
  Attacks:  
   
  1, plus spores  
  Damage: 
   
  1d4 
   
  No. Appearing: 
  1d4 patches 
  Save As:  
   
  F1 
  Morale: 
   
  12 
  Treasure Type: 
  XI 
  Alignment: 
   
  Neutral 
   
   
  Smokehorn is a dangerous fungus found in subterranean areas.  The bulk of the mass of a 
  patch of smokehorn is a twisted mat of fibers and tendrils that lies just below the topsoil.  
  In each 10’x10’ area of the fungus, the smokehorn produces trumpet-like bodies that 
  reach up to 4’ above ground; these are charcoal grey to black in color.  Smokehorn 
  patches are carnivorous and can become quite large where hunting is good; patches that 
  are thousands of square feet in area are not unknown. 
  Smokehorn grows in areas where surface water is nearby, and therefore prey is likely to 
  pass close by.  The underground tendrils sense ground vibrations, and when an animal 
  approaches the center of the patch, the horns discharge a smoky black cloud of spores.  
  Living creatures that inhale these spores must save vs. poison or fall into a comatose sleep 
  for 1d12 turns; not even slapping or damage will awaken the victim.  Meanwhile, the 
  sharp underground tendrils burrow up and attack any organic material on the ground.  
  Each round these tendrils only do 1d4 hp damage, but they can skeletonize a helpless 
  animal in minutes.   
  Smokehorns cannot move and have no intelligence.  They are exceptionally flammable 
  and take double damage from fire of any kind.  Each 10’x10’ patch of fungus has 2 HD of 
  hit points, but the patch only attacks as a 2 HD creature no matter what its size.
   
   
   
  
  68 
   
  STRANGLEWINE 
  Armor Class:  
  4 
  Hit Dice: 
   
  3 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  1  
   
  Damage: 
   
  1d8 (see below) 
   
  No. Appearing: 
  1d8 
  Save As:  
   
  F2 
  Morale: 
   
  11 
  Treasure Type: 
  XI  
  Alignment: 
   
  Neutral 
   
   
  Stranglewines are a variety of dangerous fungus common to subterranean spaces.  They 
  resemble a 3’ tall toadstool with a tall, mottled-grey cap pitted with numerous pores or 
  holes.  Their stalk is pale, and their rootball is a deep violet mass that can be uprooted 
  from the topsoil, allowing the stranglewine to hop around. 
  Stranglewines, although fungal, have an animal intelligence.  They are pack hunters, 
  attacking in groups to bring down prey for communal consumption.  Stranglewines plant 
  their rootballs in the soil and remain very still, pretending to be innocuous fungi until 
  victims wander into their midst.  Stranglewines then uproot their rootballs and leap to the 
  attack, surprising foes on 1-4 in 6.  They attack by means of a strangling tentacle, a 
  sinuous black 8’ long cord that emerges from a pore on the top of their cap.  When they 
  attack with this tentacle, a successful hit wraps it around the victim’s throat; this does 1d8 
  hp in the first round.  It remains attached, and it does 2d8 hp of strangling damage on 
  subsequent rounds until the stranglewine or the victim are dead; the tentacle can also be 
  cut by doing at least 8 hp damage to it with an edged weapon.   
  Stranglewines reproduce asexually, and there is a 40% chance that a group of adults will 
  also have a clutch of 1d6 juveniles that are half-sized and do not attack.  The purple 
  rootball of stranglewines is full of liquid and can be pressed to make a liquor that is highly 
  prized among the denizens of the underworld.
   
   
   
  
  69 
   
  STRIGID 
  Armor Class:  
  7 
  Hit Dice: 
   
  1+1 
  Move:  
   
  120' (40') 
   
   
  Attacks:  
   
  1 (or by weapon) 
   
  Damage: 
   
  1d6 or by weapon  
  No. Appearing: 
  1d6 (5d6) 
  Save As:  
   
  F1 
  Morale: 
   
  8 
  Treasure Type: 
  XVII  
  Alignment: 
   
  Lawful 
   
   
  Strigids are owl-headed humanoids standing about five feet tall.  They have the mottled 
  coloration and spectacled faces of burrowing owls.  They are flightless, their wings having 
  been transformed into strong arms ending in hands with fingers and an opposing thumb.  
  They hop instead of walking.  Strigids do not wear clothing but prefer harnesses, tool 
  belts, and packs to carry objects. 
  Strigids speak the common owl-language of both Strigids and Tytonids, as taught to them 
  by Ornovael when their people were created over 100 years ago.  They are stocky but 
  strong and used to hard work.  Strigids are comfortable in the wilderness but enjoy building 
  settlements out of materials at hand, especially making burrows screened by thorns and 
  vines.  Exceptional Strigids may take levels in thief or fighter.  Strigids are craftsmen and 
  make tools and weapons of all sorts, and they make shields but prefer to wear no armor. 
  Strigids live in communities of several dozen adult individuals.  Males lead war-bands and 
  hunting parties, while females rule a general council that makes decisions for the tribe.  
  The chief of a Strigid tribe is a female during peace but a male during war.  The most 
  important male and female in a tribe will have at least 3 HD and will do +1 weapon 
  damage.  There will also be 1d6 hunters and 1d6 counsellors who are 2 HD creatures.  
  Sometimes a Strigid tribe will have a shaman, but dabbling in magic for this species is rare. 
   
   
   
   
  
  70 
   
  SUNWING 
  Armor Class:  
  8 
  Hit Dice: 
   
  2 
  Move:  
   
  fly 120' (40')  
  Attacks:  
   
  1 spit  
  Damage: 
   
  acid (see below) 
   
  No. Appearing: 
  2d6 
  Save As:  
   
  F1 
  Morale: 
   
  8 
  Treasure Type: 
  none, but see below  
  Alignment: 
   
  Neutral 
   
   
   
  Sunwings are spawned by the Sunslug that dominates the roof of the cavern of the Dark 
  Rookery.  Every “night”, as the Sunslug’s light fades, it disgorges thousands of sunwings 
  that fly throughout the cavern area looking for prey.  Sunwings bring food back to the 
  Sunslug at the end of the night cycle, at which point they and their burden are swallowed 
  and digested.  This provides the Sunslug with the sustenance necessary to glow again for 
  another “day”. 
  Sunwings look something like butterflies with four foot wingspans.  They are actually 
  fungal in composition, however, and are not subject to magic that affects animals or 
  insects.  They have no eyes, and “see” by means of twitching antennae that feel vibrations 
  in the air; in this manner they can sense even invisible creatures up to 60’ distant.  
  Sunwings glow with a constant pale light that varies in color from white to yellow-green; 
  when they fill the night sky of the cavern, they look like mobile stars. 
  Sunwings attack by spitting a gout of acid, which they can do up to 40’ away, every third 
  round.  If the acid hits, it does 1d4 damage in the first round, 2d4 in the second and third 
  rounds, 1d4 damage in the fourth round, and then it becomes inert. Acid can be washed 
  off with water. Each round acid damages an armored target, non-magical armor is 
  damaged (eroded) by one point of AC; this damage cannot be repaired.  Sunwings have 
  no mouths but slurp up the remains of victims through a retractable tube. 
  Sunwings have no treasure; however, each creature’s body contains a single cave pearl 
  which serves as the currency used by Owl-kind in the Dark Rookery. 
   
  
  71 
   
  TRI-BEAR
  Armor Class:  
  6 
  Hit Dice: 
   
  8 
  Move:  
   
  60' (20') 
   
   
  Attacks:  
   
  2 claws, 2 bites 
   
  Damage: 
   
  1d3/1d3/1d6/1d6  
  No. Appearing: 
  1 (1d4) 
  Save As:  
   
  F7 
  Morale: 
   
  10 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Magical experimentation into the fusing and reshaping of natural creatures has created 
  some truly disturbing aberrations.  One such monstrosity is the Tri-Bear, which has added 
  to the number of heads and limbs of a grizzly bear.  The Tri-Bear has three hindlegs, three 
  forelegs and three heads, each facing in a different direction. 
  A Tri-bear cannot walk on all fours (sixes?) and must shuffle about awkwardly on its tripod-
  like legs.  When it attacks, however, it can bring two claws and two heads to bear on any 
  single target.  If it hits the same target with two claws in the same round it will hug for an 
  additional 1d6 damage; if it hits the same target with two heads in the same round it will 
  rend for an additional 1d8 damage.  Tri-bears have no back and hence cannot be back-
  stabbed or flanked.  If surrounded, it can generate an additional claw and bite attack. 
  Tri-bears are mules and cannot reproduce.  They live in constant pain, roaring and 
  grumbling ceaselessly; unless these sounds are somehow masked, a tri-bear can never 
  surprise its prey.
   
   
   
  
  72 
   
  TWITCHSTALK 
  Armor Class:  
  8 
  Hit Dice: 
   
  1 
  Move:  
   
  0’ 
   
   
  Attacks:  
   
  none (see below) 
   
  Damage: 
   
  none (see below) 
   
  No. Appearing: 
  1 + 2d6 zombies 
  Save As:  
   
  F1 
  Morale: 
   
  12 
  Treasure Type: 
  XI 
  Alignment: 
   
  Neutral 
   
   
  Twitchstalk is a variety of dangerous fungus that grows in subterranean areas.  It grows in 
  patches of pallid thread-like strands about 6’ across; a number of 2’ tall club-headed 
  toadstools grow from the center, ranging in color from chocolate brown to bright orange.  
  The fungus is not ambulatory, but it strands constantly vibrate and jerk, explaining its 
  name. 
  Twitchstalk fungus cannot attack.  However, dead animals left within 10’ of the fungal 
  colony become infected by its spores.  Smaller versions of the central colony grow from 
  the infected cadaver’s eyes, mouth, and back.  Within 48 hours of infection, the dead 
  creature rises as a zombie.  All twitchstalk zombies, regardless of their hit dice or levels in 
  life, have the statistics and attributes of undead zombies, although they are not actually 
  undead and cannot be turned. 
  Twitchstalk is not intelligent, but there is a kind of psychic link between the central colony 
  and its zombies.  The zombies cannot travel more than 60’ from the central host.  
  Zombies attack to kill, and if successful they drag the cadaver next to the central host so 
  that it can be infected.  Zombies last up to four weeks before collapsing at the base of the 
  central colony to provide it with food.  Twitchstalk colonies will be found with 2d6 
  zombies, with a dozen being the maximum number controllable; any creatures in excess of 
  that number become food immediately.  If the central colony is killed, all its zombies 
  immediately become inert.
   
   
   
  
  73 
   
  TYTONID 
  Armor Class:  
  8 
  Hit Dice: 
   
  1 
  Move:  
   
  120' (40') 
   
   
  Attacks:  
   
  1 (or by weapon) 
   
  Damage: 
   
  1d4 or by weapon  
  No. Appearing: 
  1d6 (5d6) 
  Save As:  
   
  M1 or C1 
  Morale: 
   
  8 
  Treasure Type: 
  XIX  
  Alignment: 
   
  Chaotic 
   
   
  Tytonids are owl-headed humanoids standing about six feet tall.  They tend to have 
  uniform pale plumage and have the heart-shaped faces of barn owls.  Like their Strigid 
  brethren, Tytonids are flightless, as their wings have transformed into long, graceful arms 
  ending in slender, dexterous fingers.  Tytonids pattern their habits after humans, walking 
  as they do and wearing garments, particularly robes and kimonos of rich cloth. 
  Tytonids speak the Owl-language that was taught to their kind by Ornovael.  Where the 
  Strigid became the worker and warrior class of Owl-kind, however, Tytonids became the 
  sages, the wizards, the experts, and the planners. Exceptional Tytonids have the spell-
  casting abilities of higher level magic-user or cleric.  Tytonids are tall and graceful but 
  unused to physical labor; they prefer to dwell in towers and structures built of stone, using 
  magic or created labor to do the hard work.  Tytonids still have much of the Beast-
  Creation lore of Ornovael, and they make servitors to do their bidding. 
  Tytonids live in enclaves of several dozen adult individuals.  Males constitute the ruling 
  wizard cadre, while females may only learn to become clerics.  Each enclave is dominated 
  by the strongest magic-user, who will be at least 5th level; he always has 1d6 apprentices 
  who are 2nd or 3rd level.  Each enclave also has a wise woman who will be a cleric of at 
  least 3rd level.  Every male Tytonid can cast one spell as a 1st level wizard; every female 
  Tytonid has similar 1st level cleric spell-casting ability.
   
  
  74 
   
  PART 8: READY-TO-PLAY CHARACTERS 
  The following characters can be used as player characters or NPCs.  Armor Class and hit points have already been adjusted for Dexterity 
  and Constitution.  These characters can be made higher level by rolling the extra hit dice and adding any Constitution bonuses for each 
  additional level. 
  Odd Frannik (Class F6; AC 0; hp 24; S 18, I 10, W 12, D 13, C 7, Ch 8; MV 30' (10'); AL N) 
  Equipment: 50 GP; Bastard Sword +1, Boots of Traveling and Springing, Potion of Healing, Potion of Super-Heroism, Cloak of 
  Protection +1, Folding Boat; Backpack, Plate Mail, Shield, Longbow, Quiver with 20 arrows, Dagger, Trail Rations (5 Days), 
  Waterskin, Flint and Steel, Crowbar, Shovel. 
  Languages: Common, Neutral, Owl-Speech 
   
  Neezil the Lithe (Class T7; AC 5; hp 21; S 11, I 13, W 10, D 17, C 12, Ch 6; MV 90' (30'); AL N) 
  Equipment: 60 GP; Leather Armor +1, Dagger +1, Elven Cloak, Potion of Healing, Potion of Gaseous Form, Chime of Opening 
  (12 charges); Backpack, Shortsword, Shortbow, Quiver with 20 Arrows, Trail Rations (5 Days), Waterskin, Flint and Steel, 
  Lantern, 3 Flasks Oil, Thieves’ Tools. 
  Languages: Common, Wererat, Neutral, Owl-Speech 
  Friar Gothgurt (Class C6; AC 3; hp 24; S 11, I 9, W 16, D 7, C 12, Ch 14; MV 60' (20'); AL L) 
  Spells Memorized: Cure Light Wounds, Light, Protection from Evil, Bless, Find Traps, Silence 15’ Radius, Dispel Magic, Cure 
  Disease 
  Equipment: 50 GP; Mace +1, Staff of Healing, Scroll: True Seeing, Potion of Healing, Potion of Plant Control, Scroll of Warding 
  vs. Magic; Backpack, Platemail, Shield, Sling, Pouch with 10 Bullets, Trail Rations (5 Days), Waterskin, Flint and Steel, Silver 
  Holy Symbol, Small Steel Mirror, 3 vials Holy Water 
  Languages: Common, Lawful, Owl-Speech 
  The Leper-Mage (Class M6; AC 7; hp 18; S 7, I 17, W 12, D 13, C 10, Ch 9; MV 120' (40'); AL N) 
  Spells Memorized: Sleep, Magic Missile, Web, ESP, Fireball, Lightning Bolt 
  Spellbook: spells listed above, plus Read Magic, Detect Magic, Floating Disc, Shield, Phantasmal Force, Levitate, Mirror Image, 
  Protection from Normal Missiles, Water Breathing 
  Equipment: 50 GP; Ring of Protection +1, Wand of Detect Magic (20 charges), Wand of Illusion (15 charges), Scroll: Polymorph 
  Self, Potion of Healing, Potion of Clairvoyance; Backpack, Quarterstaff, Silver Dagger, Trail Rations (5 Days), Waterskin, 
  Flint and Steel, 3 Scroll Cases, plenty of parchment and ink and pens, Spellbook 
  Languages: Common, Giant, Sylvan, Neutral, Owl-Speech 
  Mequellin (Class E5; AC 3; hp 20; S 14, I 14, W 10, D 14 C 10, Ch 10; MV 30' (10'); AL L) 
  Spells Memorized: Charm Person, Hold Portal, Invisibility, Mirror Image, Dispel Magic 
  Spellbook: spells listed above, plus Read Magic, Detect Magic, Magic Missile, Sleep, Continual Light, Lightning Bolt 
  Equipment: 50 GP; Two-Handed Sword +1 Flametongue, Wand of Paralysis (2 charges), Scroll: Telekinesis, Potion of Healing, 
  Potion of Giant Strength; Backpack, Banded Mail, Longbow, Quiver with 20 Arrows, Dagger, Trail Rations (5 Days), 
  Waterskin, Flint and Steel, 10 Torches, 10-Foot Pole, Spellbook 
  Languages: Common, Elvish, Gnoll, Hobgoblin, Orc, Dragon, Lawful, Owl-Speech 
   
   
   
  
  75 
   
  Bolgo Birdwhistle (Class H6; AC 1; hp 24; S 14, I 10, W 6, D 16, C 12, Ch 11; MV 60' (20'); AL L) 
  Equipment: 50 GP; +1 Shield, +1 Scimitar, (10) +1 Arrows, Helm of Comprehending Languages and Reading Magic, Potion of 
  Healing, Potion of Growth; Backpack, Chainmail, Shortbow, Quiver with 20 Arrows, Dagger, Trail Rations (5 Days), 
  Waterskin, Flint and Steel, Silk Rope 50', Grappling Hook 
  Languages: Common, Lawful, Owl-Speech 
  Black Qwarg (Class D6; AC 2; hp 42; S 14, I 7, W 12, D 9, C 16, Ch 11; MV 60' (20'); AL L) 
  Equipment: 50 GP; +1 Banded Mail, +1 Shield, +1 Longsword, Ring of Fire Resistance, Potion of Healing, Potion of Heroism; 
  Backpack, Heavy Crossbow, Case with 10 Quarrels, Dagger, Trail Rations (5 Days), Waterskin, Flint and Steel, Miner’s Pick, 
  5 Large Sacks 
  Languages: Common, Dwarf, Goblin, Gnome, Kobold, Lawful, Owl-Speech 
   
   
   
  
  76 
   
  PART 9: COMBATANT ROSTER 
  This is a tabulation of all monsters found in keyed areas of the adventure.  Break this out separately for your use in keeping track of 
  combatants during gameplay. 
   
  PART 3 COMBATANTS (1 of 5) 
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  3E
  Graspers
  7
  5
  1
  1d8 plus 
  constrict
  120'(40')
  F4
  9
  C
  hit points:
  (32)
  00000  00000  00000  00000  00000  00000  00
  (25)
  00000  00000  00000  00000  00000
  4
  Auelbear
  4
  8
  3
  2d8/2d8/2d6 
  plus hug
  120'(40')
  F8
  12
  N
  hit points:
  (48)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000  000
  4
  Earth Elemental
  2
  8
  1
  1d8 + earth 
  mastery
  60'(20')
  F8
  10
  N
  hit points:
  (41)
  00000  00000  00000  00000  00000  00000  00000  00000
  0
  5
  Owl-Mi'Raj
  8
  1d4hp
  1
  1d4
  120'(40')
  F0
  12
  N
  hit points: (x60)
  (3)
  000
  6
  Owlmaton
  2
  7
  2
  2d8/2d8
  30'(10')
  F6
  12
  N
  hit points:
  (35)
  00000  00000  00000  00000  00000  00000  00000
  8
  Owligator Matron
  5
  6
  1
  3d4
  60'(20') or 
  swim 
  180'(60')
  F5
  12
  N
  hit points:
  (38)
  00000  00000  00000  00000  00000  00000  00000  000
  10
  Owlette
  1 or 4
  9
  3
  1d8/1d8/2d6
  120'(40') 
  or burrow 
  60'(20')
  F9
  10
  N
  hit points:
  (53)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000  00000  000
   
   
   
  
  77 
   
  PART 3 COMBATANTS (2 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  11A
  Sunwings
  8
  2
  1
  acid
  Fly 
  120'(40')
  F1
  8
  N
  hit points: (x4)
  (9)
  00000  0000
  11D
  Troglodytes
  5
  2
  3
  1d4/1d4/1d4
  120'(40')
  F2
  9
  C
  hit points: (x6)
  (9)
  00000  0000
  11E
  Shazzek-Ra
  2
  7
  1
  1d12 + disease
  60'(20')
  M7
  12
  N
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  12
  Copperling
  5
  2+2
  1
  1d4
  Fly 
  150'(50')
  M3
  8
  N
  hit points:
  (11)
  00000  00000  0
  13C
  Ghouls
  6
  2
  3
  1d3/1d3/1d3 
  + paralysis
  90'(30')
  F2
  9
  C
  hit points: (x9)
  (9)
  00000  0000
  13C
  Ghoul Brute
  6
  4
  3
  1d4/1d4/1d6 
  + paralysis
  90'(30')
  F4
  10
  C
  hit points:
  (18)
  00000  00000  00000  000
  13E
  Gyvvar-Tsk
  7
  6
  1
  1d6+1
  120'(40')
  M6
  9
  L
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  13E
  Vaya-Sa
  7
  4
  1
  1d8+1 (axe) or 
  1d8 (arrow)
  120'(40')
  F4
  9
  L
  hit points:
  (18)
  00000  00000  00000  000
   
   
  
  78 
   
  PART 3 COMBATANTS (3 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  13F
  Zoosh-Zoosh
  5
  3+1
  3
  1d6/1d6/ 
  1d10
  180'(60') 
  or fly 
  360'(120')
  F2
  8
  N
  hit points:
  (15)
  00000  00000  00000
  13G
  Giant Catfish
  4
  8+3
  5
  2d8/1d4 per 
  feeler
  Swim 
  90'(30')
  F4
  8
  N
  hit points:
  (39)
  00000  00000  00000  00000  00000  00000  00000  0000
  14B (2 
  areas)
  Shriekers
  7
  3
  0
  noise
  9'(3')
  F1
  12
  N
  hit points: (x3)
  (14)
  00000  00000  0000
  14C
  Hobgoblins
  6
  1+1
  1
  1d8 (axe) or 
  1d8 (arrow)
  90'(30')
  F1
  10
  C
  hit points: (x4)
  (6)
  00000  0
  14D
  Hobgoblins
  6
  1+1
  1
  1d8 (axe) or 
  1d8 (arrow)
  90'(30')
  F1
  10
  C
  hit points: (x6)
  (6)
  00000  0
  14E
  Hobgoblins
  6
  1+1
  1
  1d8 (axe) or 
  1d8 (arrow)
  90'(30')
  F1
  10
  C
  hit points: (x30)
  (6)
  00000  0
  14E
  Bugbears
  5
  3+1
  1
  1d8+1 (axe) or 
  1d6+1 
  (handaxe)
  90'(30')
  F3
  10
  C
  hit points: (x10)
  (15)
  00000  00000  00000
  14F
  Stirges
  7
  1
  1
  1d3 + drain
  30'(10') or 
  fly 
  180'(60')
  F2
  9
  N
  hit points: (x8)
  (5)
  00000
   
   
  
  79 
   
  PART 3 COMBATANTS (4 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  14G
  Mylslavina
  5
  5
  1
  1d8+2
  90'(30')
  C5
  10
  C
  hit points:
  (24)
  00000  00000  00000  00000  0000
  14G
  Goblins
  6
  1-1
  1
  1d4
  60'(20')
  F0
  7
  C
  hit points: (x6)
  (4)
  0000
  14H
  Goblins
  6
  1-1
  1
  1d4
  60'(20')
  F0
  7
  C
  hit points: (x16)
  (4)
  0000
  14J
  Snaaart
  4
  8
  1
  2d8
  120'(40')
  F8
  8
  C
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  14K
  Giant Geckos
  5
  3+1
  1
  1d8
  120'(40')
  F2
  7
  N
  hit points: (x2)
  (15)
  00000  00000  00000
  14L
  Ruspgurrt
  2
  6
  1
  1d8+3 (sword) 
  or 1d8 (arrow)
  90'(30')
  F6
  11
  C
  hit points:
  (30)
  00000  00000  00000  00000  00000  00000
  15
  Shriekers
  7
  3
  0
  noise
  9'(3')
  F1
  12
  N
  hit points: (x4)
  (14)
  00000  00000  0000
  15
  Owlmera
  4
  9
  5
  1d3/1d3/2d4/ 
  2d4/3d4
  120'(40') 
  or fly 
  180'(60')
  F9
  9
  C
  hit points:
  (44)
  00000  00000  00000  00000  00000  00000  00000  00000
  0000
   
   
  
  80 
   
  PART 3 COMBATANTS (5 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  16
  Bissi-Tom
  5
  5
  1
  1d6 (rod)
  120'(40')
  M5
  9
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  16
  Tytonid 
  Apprentices
  8
  1
  1
  1d6 (spear) or 
  1d6 (light 
  crossbow)
  120'(40')
  M1
  8
  C
  hit points: (x6)
  (5)
  00000
  16
  Owl Boars
  6
  4
  1
  2d6
  120'(40')
  F3
  10
  N
  hit points: (x2)
  (18)
  00000  00000  00000  000
  16
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x4)
  (3)
  000
  16
  Giant Bats
  6
  2
  1
  1d4
  30'(10') or 
  fly 
  150'(50')
  F1
  8
  N
  hit points: (x10)
  (9)
  00000  0000
  18
  Owl Wasps
  7
  1+1
  1
  1d8 (bite) or 
  1d4 + poison 
  (sting)
  Fly 
  150'(50')
  F1
  8
  N
  hit points: (x25)
  (6)
  00000  0
  18
  Owl Wasp Queen
  6
  3
  1
  2d6 (bite) or 
  1d6 + poison 
  (sting)
  Fly 
  150'(50')
  F3
  12
  N
  hit points:
  (14)
  00000  00000  0000
  19
  Owl Snapper
  3
  6
  1
  2d8 + clamp
  30'(10') or 
  swim 
  90'(30')
  F6
  9
  N
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
   
   
   
  
  81 
   
  PART 4 COMBATANTS (1 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7A
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x7)
  (3)
  000
  7B
  Owlughs
  4 or 6
  6
  3
  2d4/2d4/2d8 
  + disease
  60'(20')
  F6
  9
  N
  hit points:
  (30)
  00000  00000  00000  00000  00000  00000 
  (28)
  00000  00000  00000  00000  00000  000
  7D
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x8)
  (3)
  000
  7D
  Tytonid Overseer
  7
  3
  1
  1d4 + trip
  120'(40')
  M3
  8
  C
  hit points:
  (14)
  00000  00000  0000
  7E
  Karfel-Chee
  7
  5
  1
  1d6+1 or by 
  weapon+1
  120'(40')
  F5
  9
  N
  hit points:
  (23)
  00000  00000  00000  00000  000
  7F
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x20)
  (3)
  000
  7G
  Owlmaton
  2
  7
  2
  2d8/2d8
  30'(10')
  F6
  12
  N
  hit points:
  (35)
  00000  00000  00000  00000  00000  00000  00000
  7I
  Tytonid 
  Apprentices
  8
  1
  1
  1d6
  120'(40')
  M1
  8
  C
  hit points: (x16)
  (5)
  00000 
  7I
  Tytonid Mage-
  Captain
  7
  4
  1
  1d8 (sword) or 
  1d6 (crossbow)
  120'(40')
  M4
  10
  C
  hit points: (x2)
  (18)
  00000  00000  00000  000
   
   
   
  
  82 
   
  PART 4 COMBATANTS (2 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7K
  Chef
  4
  6
  4
  1d8/1d8/1d4/
  1d4
  30'(10')
  F6
  11
  N
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  7L (3 
  areas)
  Tytonid 
  Apprentices
  8
  1
  1
  1d6
  120'(40')
  M1
  8
  C
  hit points: (x16)
  (5)
  00000 
  7L (3 
  areas)
  Tytonid Mage-
  Captain
  7
  4
  1
  1d8 (sword) or 
  1d6 (crossbow)
  120'(40')
  M4
  10
  C
  hit points: (x2)
  (18)
  00000  00000  00000  000
  7M
  General Siffik-Ri
  4
  7
  1
  1d8+3 (sword) 
  + spell
  120'(40')
  F7
  11
  C
  hit points:
  (45)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000
  7N (4 
  areas)
  Tytonid 
  Apprentices
  8
  1
  1
  1d6
  120'(40')
  M1
  8
  C
  hit points: (x2)
  (5)
  00000 
  7O
  Tytonid Academic
  8
  3
  1
  1d4
  120'(40')
  M3
  9
  C
  hit points: (x4)
  (14)
  00000  00000  0000
  7O
  Owl Bear
  5
  5
  3
  1d8/1d8/1d8 
  + hug
  120'(40')
  F3
  9
  N
  hit points:
  (23)
  00000  00000  00000  00000  000
  7P
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x2)
  (3)
  000
  7R
  Balas-Chur
  7
  6
  1
  1d6
  120'(40')
  C6
  9
  L
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
   
   
   
  
  83 
   
  PART 4 COMBATANTS (3 of 5) 
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7S
  Tri-Bear
  6
  8
  4
  1d3/1d3/1d6/
  1d6 + rend, 
  hug
  60'(20')
  F7
  10
  N
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  7T
  Tytonid Initiates
  8
  2
  1
  1d6
  120'(40')
  M2
  8
  C
  hit points: (x4)
  (9)
  00000  0000
  7T
  Invisible Stalker
  7
  4
  1
  1d8 (sword) or 
  1d6 (crossbow)
  120'(40')
  M4
  10
  C
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  7U
  Tytonid 
  Apprentices
  8
  1
  1
  1d6
  120'(40')
  M1
  8
  C
  hit points: (x3)
  (5)
  00000 
  7U
  Tytonid Instructor
  7
  5
  1
  1d6+1
  120'(40')
  M5
  10
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  7V
  Tytonid Instructor
  7
  5
  1
  1d6+1
  120'(40')
  M5
  10
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  7W
  Torrit-Cree
  7
  7
  1
  1d6+2
  120'(40')
  M7
  10
  C
  hit points:
  (41)
  00000  00000  00000  00000  00000  00000  00000  00000
  0
  7W
  Zombies
  8
  2
  1
  1d8
  120'(40')
  F1
  12
  C
  hit points: (x12)
  (9)
  00000  0000
  7W
  Ogre Zombie
  8
  4
  1
  1d12
  90'(30')
  F3
  12
  C
  hit points:
  (18)
  00000  00000  00000  000
   
   
   
  
  84 
   
  PART 4 COMBATANTS (4 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7X
  Ikkik-Thuf
  8
  4
  1
  1d4
  90'(30')
  M4
  12
  N
  hit points:
  (18)
  00000  00000  00000  000
  7X
  Wooly 
  Rhinoceros
  4
  8
  1
  2d6 (butt) or 
  2d12 (trample)
  120'(40')
  F4
  6
  N
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  7X
  Wyvern
  3
  7
  2
  2d8 (bite) and 
  2d8 + poison 
  (sting)
  90'(30') or 
  fly 
  240'(80')
  F4
  9
  C
  hit points:
  (32)
  00000  00000  00000  00000  00000  00000  00
  7Z
  Tytonid Mage 
  Captains
  7
  4
  1
  1d8 (sword) or 
  1d6 (crossbow)
  120'(40')
  M4
  10
  C
  hit points: (x4)
  (18)
  00000  00000  00000  000
  7Z
  Haffek-Du
  4
  8
  1
  3d6+1
  120'(40')
  M8
  11
  C
  hit points:
  (46)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000  0
  7BB
  Owl Boars
  6
  4
  1
  2d6
  120'(40')
  F3
  10
  N
  hit points: (x5)
  (18)
  00000  00000  00000  000
  7BB
  Grubbers
  8
  1d4 hp
  1
  1d4
  90'(30')
  F1
  6
  N
  hit points: (x3)
  (3)
  000
  7CC
  Armor
  0
  6
  1
  1d10+1
  60'(20')
  F6
  11
  N
  hit points: 
  (27)
  00000  00000  00000  00000  00000  00
  7DD
  Harpies
  7
  3
  3
  1d4/1d4/1d6 
  + charm
  60'(20') or 
  fly 
  (150'(50')
  F3
  7
  C
  hit points: (x3)
  (14)
  00000  00000  0000
   
   
   
  
  85 
   
  PART 4 COMBATANTS (5 of 5) 
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7FF
  Spectre
  2
  6
  1
  1d8 + drain
  150'(50') 
  or fly 
  300'(100')
  F6
  11
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  7GG
  Ha-Charra
  5
  7
  3
  1d4/1d4/2d8
  120'(40') 
  or fly 
  360'(120')
  F4
  8
  N
  hit points:
  (32)
  00000  00000  00000  00000  00000  00000  00
  7HH
  Tytonid 
  Apprentices
  8
  1
  1
  1d6 (spear) or 
  1d8 (crossbow)
  120'(40')
  M1
  8
  C
  hit points: (x2)
  (5)
  00000  
  7II
  Tytonid Acolytes
  5
  2
  1
  1d6 (mace)
  120'(40')
  C2
  10
  C
  hit points: (x4)
  (9)
  00000  0000
  7II
  Farraf-Hrr
  2
  7
  1
  1d6+2
  120'(40')
  C7
  12
  C
  hit points:
  (38)
  00000  00000  00000  00000  00000  00000  00000  000
  7KK
  Frraticulon
  3
  8
  3
  1d4/1d4/2d8
  90'(30') or 
  fly 
  180'(60')
  F8
  9
  C
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
   
   
   
  
  86 
   
  PART 10: MAPS 
   
   
   
  
  87 
   
  
  88 
   
   
  
  89 
   
   
  
  90 
   
   
  
  91 
   
  
  92 
   
   
  
  93 
   
   
  
  94 
   
   
   
  
  95 
   
   
   
  
  96 
   
   
  
  97 
   
  PART 11: CREDITS 
  Design/Layout: Andy Solberg 
  Editing: Mason Hart 
  Art: James V. West (go to jwarts.com for more excellent fantasy gaming artwork!) 
  Playtesting:  The Usual Suspects: Angelo Benedetto, Theron Bretz, Tim Gilheart, Chris Goldsberry, Rick Jones, Reed Macomber, Greg 
  Morrow 
  Special Thanks: This could not have happened without Daniel Proctor, who compiled the Labyrinth Lord rules, and Tom Moldvay, who 
  is missed.  I would also like to thank the staff of OwlCon and the students of Rice FastWarp for their support.  Finally, thanks 
  to the Houston Food Bank for all the great work they do with Houston’s hungry. http://www.houstonfoodbank.org/ 
   
   
  
  98 
   
  PART 12: OPEN GAMING LICENSE 
  DESIGNATION OF OPEN GAME CONTENT 
  This entire product is open game content. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”).  
  All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other 
  computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game 
  Content. (h) "You" or "Your" means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and 
  
  99 
   
  distribute any Open Game Content originally distributed under 
  any version of this License. 
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open 
  Game Material so affected. 
  13 Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins and JD Wiker. 
  Labyrinth Lord Copyright 2007-2009; Author David Proctor. 
  Crossbow of Speed and Javelin of Lightning from Advanced 
  D&D Dungeon Masters Guide, Copyright 1979 TSR Games, 
  Author Gary Gygax. 
  
  AdventuresTinTtheTOwlConTseriesTofTmodulesTinclude:
  DungeonTModuleTOC78:TATParliamentTofTOwlsT7TOwlConT'.TAdventure
  DungeonTModuleTOC7,:TTheTDarkTRookeryT7TOwlConT''TAdventure
  DungeonTModuleTOC7.:TTombTofTtheTFeatheredTMageT6comingTinT,B86)
  DungeonTModuleTOC7':TWarrensTofTtheTNightTHuntersT6comingTinT,B87)
  DungeonTModuleTOC7!:TATScreechTFromTBeyondT6comingTinT,B88)T
  ThanksTtoTallTOwlConTattendeesHTguestsHTvendorsHTgame7mastersTandTstaff5TTWe0llTseeTyouTsoon
  atTOwlConT'!k
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - OC2 The Dark Rookery.pdf