TEXT: 1 
   
   
  By Shane Ward 
  A Crimhuck Adventure 
   
  Labyrinth Lord ™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord ™ and Advanced Labyrinth Lord 
  ™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord ™ Trademark 
  License 1.2, available at www.goblinoidgames.com. Troubling Events is a low level adventure compatible 
  with the Labyrinth Lord ™. 3 Toadstools publishing is not affiliated with Daniel Proctor, Goblinoid Games 
  Copyright 2006 – 2009. (Font, layout, style of artwork). Are reserved as Product Identity. 
   
   
  
  2 
   
   
  Introduction 
  I really like “Swords & Sorcery”, like in abundance.  I’ve been slowly working on a setting 
  called 
  “Crimhuck”, 
  which 
  can 
  be 
  found 
  on 
  my 
  blog 
  http://3toadstools.blogspot.ca/p/crimhuck.html 
  It’s a semi unknown continent that has just been discovered in recent years; however it 
  hasn’t been fully mapped.  Well that isn’t exactly correct, it was previously discovered by 
  other races, however there’s a whole new group of explorers that have just found the 
  continent and they live in the “frozen” in a village known as Tilla.  Crimhuck contains tons 
  of dangers!  Dinosaurs, Barbarians, Viking-esq raiders, Middle Eastern/Egyptian influenced 
  cities, wrapped up in (well maybe warped up in) the S&S aesthetic. 
  Recently I posted a fun map I drew in a very Dyson Logo’s type style for a “free map 
  Friday”. The map is licensed under creative commons so you can just go right ahead and 
  use it for something if you like! Just remember to tag me, and or give me a bit of cred.  I 
  have been slowly working on different styles of cross hatching to attempt to get away from 
  basically doing a bad copy of Dyson’s killer style.  Eventually some of those maps should 
  hopefully 
  see 
  the 
  light 
  of 
  day. 
   
  For 
  awesome 
  Dyson 
  Maps 
  go 
  here 
  https://rpgcharacters.wordpress.com/ 
  Using Steve C’s “Random dungeon generator” and an AS&H adventure generator I culled 
  together the rooms and story.  Note:  You should be able to pop this adventure into any 
  campaign world you are using, it is after all DIY. 
  The adventure is set in the city of Yahleui on the eastern coast of Crimhuck.  Painting a 
  brief picture of Yahleui, it is one of the oldest cities on the continent, thousands call it home.  
  It’s ruled by a Shah named Halack Grandise, an iron fisted tyrant if there ever was one!  The 
  city is a bustle of activity, built upon trade with nations across the sea.  The main source of 
  income is from silver mines located near the city.  Most of the buildings are made from hard 
  packed sandstone.  This adventure is intended for a group of 1st level characters.     
  Formatting 
  Room descriptions within this adventure are formatted exactly like this.  
  Labyrinth Lord Information is formatted like this. 
  Monster Stats are formatted like this - 6 Skeletons AC 7, HD 1, MV 60’ (20’), #AT 1, D 
  1D6, Save F1, ML 12 , AL Chaotic, XP 13 
  
  3 
   
  Adventure Premise  
  Set in the city of Yahleui, the heroes have only recently come to the continent of Crimhuck, seeking 
  adventure.  The heroes are met by a large comely woman in a tavern called the “Winding Trail”, her 
  name is Hilde.  She tells them that if they can safely get a magical ring to her employer deep in the 
  sewers under the city they will be rewarded with precious gemstones.  She will resort to goading and 
  betting that heroes can’t do it if she has to.  The sewers beneath the city are a very dangerous place.  Her 
  employer is a sage who lives underground and does strange experiments far from prying eyes.  The city 
  is very big and he lives in a section of the sewers that has been cleaned out, and re-routed.   
   
  The sage is part of a secret order called “The Followers of Sabyl”.  They are tasked with subverting the 
  rule of the Shah.  The order is not evil, it is however in hiding.  Rumours exist of the order, but none of 
  have been proven.  The sage and the rest of the order have been working towards the goal of replacing 
  the Shah with a better more religious ruler.  They follow the tenants of a long dead demi god called 
  “Sabyl” who is neutral in alignment. 
   
  Unbeknown to the heroes there is a gang of thieves hot on the trail of the ring.  Turns out the ring was 
  stolen from the thieves, who had previously stolen it from someone else.   
   
  During the conversation in the tavern, a local soldier overhears everything and quickly sends word to 
  his superior that the heroes have a powerful ring that may have once belonged to a king, but hasn't been 
  seen in years.  
   
  It is a race against time to find the sage in the underground.  Hot on the trail of the players are two 
  groups, a gang of thieves and a group of soldiers from the city.  Every time the players get into a new 
  room in the sewers roll 1d8.  If a roll of 1 comes up the thieves have tracked them down.  If a roll of 2 
  comes up the soldiers have tracked them down.  The acolytes of Sabyl are unaware of the sages plans, 
  and depending on reaction check will either hinder or help the PCs.   
   
  6 Thieves AC 7, HD 1, MV 120’(40’), #AT 1, D 1D6 Short Bow/Short Sword, Save T1, 
  ML 6, AL Chaotic, XP 10 
   
  6 Soldiers AC 7, HD 1, MV 120’(40’), #AT 1, D 1D6 Short Bow/Short Sword, Save F1, 
  ML 6, AL Neutral, XP 10 
   
   
   
   
   
  
  4 
   
   
  
  5 
   
  Room Descriptions  
  1.  Entrance:  The entrance to the sewers 
  is located along a riverbank within the 
  city.  Suspiciously there is no sewage or 
  pipes coming out 
  of the entrance.   
   
  2.  Guard Room:  A set of stairs leads up 
  into this open room.  Within the room are 
  two chairs and a small table.  There are 
  two human guards sleeping in the chairs, 
  an empty bottle of wine sits on the table.  
  The room is 15’x15’.   
  If the PCs wake the guards and a fight ensues 
  one of the guards will raise an alarm by 
  blowing into a large horn.  The guards in room 
  3 will hear the horn and come running in 1d6 
  rounds.  The guards carry no treasure save for 
  1d12 CPs each. 
  2 Guards AC 7, HD 1, MV 120’(40’), 
  #AT 1, D 1D6 Short Bow/Short Sword, 
  Save F1, ML 6, AL Neutral, XP 10 
  3.  Barracks:  This room contains bunks 
  and small chests with equipment for the 
  guards of the sewers.  The room is 
  20’x20’. The room contains four guards.   
  2 Guards AC 7, HD 1, MV 120’(40’), 
  #AT 1, D 1D6 Short Bow/Short Sword, 
  Save F1, ML 6, AL Neutral, XP 10 
   
   
   
   
  4.  Pantry:  The door to this room is 
  locked.  Inside the room is lined with 
  barrels & shelves containing food stuffs.  
  The room is 15’x 10’.   
  There is a magical trap in this room, when the 
  door is opened and the PCs walk into the room 
  it fills with black smoke.  The smoke is 
  harmless and is meant to keep the guards from 
  eating 
  too 
  much.   
   
  5.  Empty Room:  The door to this room 
  is stuck and is almost unmoveable.  In the 
  room are a long wooden broken table and 
  an old fireplace with a mantle.  The room 
  is 20’x20’. 
  Within the fireplace are old burned papers, one 
  of them details the suspicions of the sage.  
  While it is difficult to make out, the players will 
  learn that the sage believes the ruler of Yahleui 
  (Halack Grandise) may in fact be some kind of 
  undead. 
   
  6.  The Adventurer Room:  The floor of 
  this room is covered in refuse; in the 
  ceiling is a leaking pipe.  Throughout the 
  room are what appear to be adventurers 
  carved out of stone, they are all in action 
  poses as if they had been in a fight.  There 
  is a door to the west and north.  The room 
  is 20’x15’. 
  Behind the door to the west is a tunnel that was 
  never completed, the door is trapped and will 
  sound an alarm in room 7, the Acolyte 
  studying will run into the room in 1d4 rounds.  
   
   
  
  6 
   
  7.  Secret Study:  There is an acolyte in 
  this room studying by candle light.  Along 
  one of the walls hangs the stone head of a 
  medusa, it is covered in cobwebs.  The 
  room contains a book shelf and a table.  
  The room is 10’x10’. 
  On the book shelf are a variety of books 
  detailing the history of the city, the secret order 
  of worshippers, and a small spell book that 
  contains 3-1st level spells. The books are worth 5 
  GPs each there are 10 of them.  The acolyte 
  carries “Pocket Lint of Bless” on him; it adds 
  +2 to all saving throws for the balance of the 
  day.  The medusa head maybe worth 
  something to somebody.   
  1 Acolyte AC 2, HD 1, MV 60’(20’), #AT 
  1, D 1D6 Mace, Save C1, ML 7, AL 
  Neutral, XP 10 
   
  8.  Herb Garden:  This rather strange 
  room is filled with plants that grow 
  underground; 
  there 
  is 
  an 
  unnatural 
  possibly magical light in the room.  The 
  room is slightly triangular in shape.  There 
  is a door to the north, and two doors to 
  the south. 
  Most of the plants in this room have some 
  alchemical properties; there is a flower pot in 
  the centre of the room with very bright yellow 
  flowers.  These flowers are sought after by 
  alchemists and are used when making healing 
  potions.  They are worth 10 SPs each, and 
  there are 6 of them.  If the flowers are eaten the 
  PC 
  receives 
  one 
  hit 
  point.   
   
   
  9.  Empty:  This room is empty, except a 
  rather strange looking rubber chicken that 
  seems quite out of place in a fantasy 
  world. There is a corridor to the east.  The 
  room is 20’x15’ in its largest section, the 
  walls 
  are 
  slightly 
  angled.   
   
  10. Rubble Room:   There is a pile of 
  rubble 20 feet deep leading up to the 
  room, one of the walls must have 
  collapsed over the years.  
  In order to get into this room the players are 
  going to have to clear the way, this may make a 
  lot of noise and take quite a bit of time, 
  remember to roll 1d8 to see if the thieves or the 
  soldiers show up.  The room has broken pipes, 
  and there is sewage 5 feet deep within, a quick 
  search will reveal a rotten bag, inside the bag is 
  a set of teeth still connected to a jaw, a rusted 
  dagger, and 20 GPs.  
   
  11.  Ajar:  The door to this room is 
  ajar. 
   The 
  room 
  is 
  filled 
  with 
  cobwebs.  The room is 25’ by 15’. 
  If a search is made a Brass Sabyl head belt 
  buckle (worth 25 GP) will be found amongst 
  the 
  rubble.  
   
  12.  Strange Pole:  There is a 10 foot tall 
  pole in the centre of this room, it looks to 
  be made out of marble, and is multi 
  coloured.  The room is 20’ by 15’, there is 
  a set of stairs leading down to room 13.   
  If anyone touches the pole, any of the coins they 
  are carrying will turn into glass marbles for 24 
  hours. 
   
   
  
  7 
   
  13.  Sages Room:  This room is filled with 
  large 
  bookcases, 
  tables 
  with 
  weird 
  bubbling apparatus, and skulls in jars.  A 
  few scrubby looking children tend to very 
  large plants; one of them is in the corner 
  roasting something over a fire pit.  The 
  room 
  is 
  45’ 
  x 
  35’. 
   
  The sage has brought the hero's here as part of 
  a test for the order.  The PCs were followed 
  when they came to the city, and have been spied 
  on ever since.  The order has been looking for 
  some adventurers to help overthrow the local 
  government.  The sage whose name is Raklla 
  designed the test to make sure of the competency 
  of the heroes.  The sage will tell the players that 
  if they want the jewels they will have to 
  complete another much more interesting quest 
  for him, he will however double what they were 
  originally supposed to receive.  The Sage 
  believes that the Shah is actually a vampire, 
  and to bring down the local government the 
  order must cause discourse within the 
  population and eventually assassinate or 
  remove the Shah.  In the interim the sage will 
  induct the heroes into the secret order while the 
  plans are being made.  The ring they were sent 
  to bring him is entirely worthless and non-
  magical.  
  The sage is a high level priest/alchemist.   
  Raklla AC 2, HD 6, MV 60’(20’), #AT 1, 
  D 1D6 Mace, Save C6, ML 9, AL 
  Neutral, XP 500 Spells:  Cure Light 
  Wounds, Light, Protection From Evil, 
  Remove Fear, Bless, Hold Person, Cure 
  Disease 
   
   
  14.  Whispering Armoury:  The door to 
  this room is locked.  Within the room are 
  large chests and barrels, all of which have 
  armour and weapons in them.  There are 
  10 suits of leather armour, 15 maces, 5 
  daggers.  There is a corridor leading out of 
  the room to the north, and a door to the 
  east.  The room is 20’ x 20’. 
  Upon entering this room one of the players will 
  hear another player whispering insulting things 
  about them to another player.  This will 
  randomly continue with different players 
  hearing things as long as they stay in the room. 
   
  15.  Drain:  There is a large metal grate in 
  the floor this room, a pipe from above 
  drains sludge into the grate.   
  When the players enter this room they will hear 
  the chattering squeaks of a swarm of rats 
  behind them.  (It's entirely up to you if they just 
  hear 
  it 
  or 
  there 
  are 
  actual 
  rats!). 
     
   
  15 Normal Rats AC 9, 1 hit point, MV 
  60’(20’), #AT 1, D 1D6 + disease, Save 
  NM, ML 5, AL Neutral, XP 5 
   
   
   
   
   
   
   
   
   
   
   
  
  8 
   
  16.  Burnt:  This room looks like it 
  recently had a huge fire, there is rubble 
  lying around everywhere, half burnt 
  books, and an old chest.  Amongst the 
  rubble is a skeleton with a book beside it.  
  The room is 15’ x 15’.  There is a corridor 
  to 
  the 
  north. 
   
  The chest is locked it contains 50 SPs.  The 
  book is an evil spell book, anyone touching it 
  must save vs spell or take 2d6 damage.  The 
  book contains 3-1st level spells.  The books cover 
  is outlined in gold, and the name of a long dead 
  demi god is written on the cover.  There are 2 
  Cobras in the room.  If a search is made for 
  secret doors the players will find a small lever 
  that opens a fake wall to south, room 17.   
   
  2 Cobras AC 7, HD 1, MV 90’(30’), #AT 
  1, D 1D3 Bite + Poison, Save F1, ML 7, 
  AL Neutral, XP 15 
  17.  Secret Room:  Behind the secret wall 
  are 4 barrels against the wall.   
   
  From right to left, left barrel contains 2 healing 
  potions, 2nd barrel is trapped with a crossbow 
  (1d6 damage), the 3rd barrel is open and 
  contains nothing, and the 4th barrel has two 
  weeks’ worth of rations, and a piece of cloth 
  that appears to be a holy symbol.  
   
  18.  Naïve Warrior:  Asleep on a 
  makeshift bed made from a tarp is a young 
  looking warrior; beside him is an axe and 
  a sack.  The room is 15’ x 15’; there is a 
  door to the east and west.  
   
  There is a warrior named "Arah-kyl" who has 
  made camp in this room.  He is extremely naive 
  and believes that he is one of the best fighters in 
  the world.  He is actually just extremely 
  lost.  While speaking with Arah-kyl the PC's 
  will hear a Horn blast echoes off in the distance.  
  The sack contains a rusted dagger (1d4-1), 5 
  CPs, and a crudely drawn map from room 18 
  back to the entrance detailing the shortest route.   
   
  Arah-kyl AC 7, HD 1, MV 120’(40’), 
  #AT 1, D 1D6 Hand Axe, Save F1, ML 
  6, AL Neutral, XP 10 
   
  19.  Empty:  This room is completely 
  empty; the door is unlocked and ajar.   
   
  When in this room the heroes will hear creaks 
  and cracks coming from the ceiling. If the PCs 
  stay here longer than 1d4 rounds, the ceiling 
  will make even louder sounding creeks.  If the 
  PCs stay any longer there’s a 1 in 6 chance that 
  there will be a cave in.  Any players not rolling 
  a successful saving throw vs death will receive 
  2d6 damage from falling rubble.  Anyone 
  successful managed to get out of the way just in 
  time, and receives no damage.  
   
  20.  Gone Weird:  This room is 25’ x 20’; 
  there is a door to the north and corridors 
  to the west and south.  There are weird 
  glowing spheres that rotate and float 
  randomly around the room.  
   
  The spheres are just weird and not harmless.  
   
   
   
   
   
   
  
  9 
   
  21.  Burnt Body:  This room is 25’ x 20’; 
  there is a door to the south and an open 
  corridor to the north.  Along the east wall 
  is a burnt torch and the body of a young 
  child clothed in rags.  
   
  The child is an illusion, allow a save vs spell, if 
  successful the hero will see that there’s a 
  trapdoor in the floor.  Below the trapdoor is a 
  sack containing 300 GPs, and a necklace with 
  a large tooth (the tooth allows a player to re-roll 
  any dice, twice, it cannot be recharged). 
   
  22.  Large Smelly Room:  This room 
  smells extremely bad.  It’s a very large 
  room, 40’ x 20’ the room is covered in 
  spider webs, something shiny glints off the 
  torch light in the centre of the room.  
   
  There is a secret door to the north, if a search is 
  made a player will find a small rope that hangs 
  from the centre of the ceiling.  If the string is 
  pulled a large door will open spilling out 
  sewage into the large room.  The room will fill 
  up with sticky sewage in 1d4 rounds; anyone 
  engaging in combat will have a -2 penalty to 
  their attack rolls.  Movement rates are halved.  
  There is a giant spider in the room.  There is a 
  small silver ring in amongst the spider webs; it 
  is a ring of poison resistance. (+4 to all saving 
  throws vs poison). 
  Giant Spider AC 7, HD 2, MV 120’(40’), 
  #AT 1, D 1D8 + Poison*, Save F1, ML 7, 
  AL Neutral, XP 35 *the poison does 1d8+2 
  damage and will kill the PC in 4 days if left 
  untreated. 
   
  23.  Just A Room:  This room is a fairly 
  odd shape; it is 20’ x 15’ at its largest 
  point.  There is a door to the south that is 
  locked.   
   
  If a search is made a secret door will be noticed 
  in the west wall, it is magical and will only 
  open if a “Dispel magic” is cast.  This also goes 
  for the secret door to the south.   
   
  24.  Scream!  This room is 20’ x 20”.  
  Within the room is a large chest against 
  the north wall.  There is also a few suits of 
  leather armour (2) that look to be in 
  terrible shape.   
   
  When the PCs enter this room they will hear a 
  young girl screaming behind them.  She is 
  running down the hallway the PCs just came 
  from.  She is an escaped slave, dressed in 
  rags.  She needs the players help to get out of 
  the dungeon! The chest is locked, within the 
  chest is a note written on a piece of papyrus it 
  appears to be an IOU.  There are 5 CPs and 10 
  SPs 
  in 
  the 
  chest. 
  
  10 
   
  More On Yahleui & Crimhuck 
  As time goes on I will continue to write more about the continent of Crimhuck & the city of 
  Yahleui in particular.  A few things to keep in mind regarding the world, it is low magic and 
  a very brutal place.  For the most part Crimhuck is populated with humans.  Typical fantasy 
  races like Elves & Dwarves do not exist within the world.  That being said they may have 
  come from the lands to the east.  It’s entirely up to you.  It is my intent to slowly fill up the 
  world with adventures, rumours, maps and all the other little fiddly bits that come along 
  with world building.   
  Who Is This Guy? 
  Shane started out playing Fighting Fantasy (TM) 
  books when he was 13.  Around the same time he played 
  his first game of D&D (TM) with his cousin.  Later he 
  started writing his own adventures for the Advanced 
  Fighting Fantasy game (TM) and played many hilarious 
  adventures with his friends.   
  Fast forward a few years later, a snowy Christmas morning 
  in Canada, he opened up his first present to find that he 
  was given copies of all the main books for AD&D 2nd 
  Edition (TM).  As he got older he found less time to play 
  games and read books and took a few years of sabbatical from all things RPG.  (Insert sad 
  face).   
  As of 2013 he was asked by his cousin in law to teach him how to play D&D (TM) and his 
  love affair was re-born!  Having never really spent much time on Google +, he decided to 
  check it out and found this HUGE community of these apparent “gronards” that played this 
  game called OSR.  What the heck is that? Check it out on Google + it’s an amazing 
  community of likeminded RPG-er’s (is that a word?) that really dig the early version of the 
  “World’s Most Popular Role Playing Game” (TM).  Shane found all these cool clones of 
  the original set of rules and fell in love with RPG`s all over again!  (Do yourself a favor if 
  you don’t know about the OSR go on and google it).  
  Check out www.3toadstools.blogspot.ca to read Shane’s daily rambling about RPG’s  
  Cheers! And keep those dice rolling!   
  Contact info:  email:  shanepatrickward AT gmail DOT com.  3 Toadstools Publishing C/O 
  Shane Ward, 76 Hart Ave, Winnipeg, MB R2L 0K5 
   
  
  11 
   
  Helpful Links 
  Steve C’s “Random Dungeon Stuff Generation”  
  https://drive.google.com/file/d/0B8bzz49SDaoodGFvNzhHMHVUSHU4SWZWRnlBO
  EJIdw/view?usp=drivesdk 
  Random Sword & Sorcery Adventure Generator:  North Wind Adventures:  
  http://www.hyperborea.tv/resources.html 
  3 Toadstools Maps:  http://3toadstools.blogspot.ca/p/maps.html 
  3 Toadstools Crimhuck:  http://3toadstools.blogspot.ca/p/crimhuck.html 
  Dyson Logos Maps:  https://rpgcharacters.wordpress.com/ 
  Declaration Of Product Identity 
  Crimhuck ™ is considered product identity; it is a world that I created (3 Toadstools 
  publishing) the map by Shane Ward (3 Toadstools Publishing) is licensed under a Creative 
  Commons Attribution-Noncommercial-Share Alike 2.5 Canada License. Inquiries about 
  permissions beyond the scope of this license should be made by contacting Shane Ward.  
  The artwork on the first page of this adventure is from openclipart.org and is considered free 
  use.   
   
  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. 
   
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  the extent such content does not embody the Product Identity and is an enhancement over 
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  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.  The following 
  material is released as Open Game Content as per the terms of the Open Game License: All 
  character and monster stats, all magic item abilities, all spells, trap mechanics and other 
  items that describe game mechanics. All other content remains Product Identity. 
   
  
  13 
   
  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 
  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 Jonathon 
  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.  
   
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
   
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.  
   
  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.  
  
  14 
   
   
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.  
   
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.  
   
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Nick Louth.  
   
  Rot Grub from the Tome of Horrors , Copyright 2002, Necromancer Games, Inc.; Authors 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax  
   
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.  
   
  Troubling Events Copyright 2016 Shane Ward 3 Toadstools Publishing.   
   
    
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Crimhuck Troubling Events.pdf