TEXT: Written by Philip Reed
  Ronin Arts steps back in time to an age of excessive violence, deep dungeons,  
  wandering monsters, and late-night gaming excitement! INTO THE MITE LAIR, the first re-
  lease in Ronin Art’s FIRST EDITION FANTASY series, features a descent into the terrible lair 
  of the mites. Fight for your life in this module for 4-6 characters levels 3-5. Designed for use 
  with OSRICTM or any other first edition-style game system. 
  This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). 
  The OSRICTM system text may be found at http://www.knights-n-knaves.com/osric.
  
   Module #1
  INTO THE MITE LAIR
  Written by Philip Reed
  Ronin Arts steps back in time to an age of excessive violence, deep dungeons, 
  wandering monsters, and late-night gaming excitement! INTO THE MITE LAIR, the first release 
  in Ronin Art’s FIRST EDITION FANTASY series, features a descent into the terrible lair of the mites. 
  Fight for your life in this module for 4-6 characters levels 3-5. Designed for use with OSRICTM or 
  any other first edition-style game system. 
  This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). The 
  OSRICTM system text may be found at http://www.knights-n-knaves.com/osric.
  
  Into the Mite Lair is an adventure for four to six 3rd-5th level 
  player characters of any race or class combination. Set in 
  any mountainous region of your choosing, the adventure can 
  start in any one of the small towns or villages that exist close 
  to your chosen mountains, though it may be best to start the 
  PCs no further than two days away from the adventure site. 
  If higher level characters are used, the number of creatures 
  in the lair should be increased and, depending on how high 
  the characters are in level, the starting point could be as far 
  away as a month’s ride.
  Adventure Background
  Forty years ago a band of hobgoblins, fleeing humans and 
  elves, discovered a complex series of caverns beneath an 
  immense mountain range. The caverns, inhabited only by 
  mites and a few hundred rats, were easy picking for the 
  hobgoblins. The hobgoblin king that led the assault, in a 
  stroke of intelligence rarely seen among their kind, decided 
  that allowing the mites to live within the caverns would 
  only make it more difficult for future invaders to reach his 
  people. In fact, after establishing his hold over the caverns, 
  the hobgoblin king had several dozen more of the creatures 
  brought in. 
  Ten years ago an invasion force of qithyonki, a race of near-
  human beings that now live in a distant plane of existence, 
  entered the region in search of a powerful weapon. The 
  weapon, a magical long sword, was located in an evil 
  fortress and after a fierce battle with the denizens of the 
  fortress a single qithyonki managed to escape with the 
  weapon. Stranded in the region, the invader eventually 
  found his way to the hobgoblin-controlled complex where, 
  after threatening the hobgoblin king, he set up a home. 
  Somehow, years later, bards in the area learned of a powerful 
  weapon hidden in the mountains and, just a few months 
  ago, a sage in a nearby city – Alexar Hinkrie – reported the 
  discovery of an unknown creature on the beach south of 
  the city. Alexar, after extensive research and investigation, 
  learned of the weapon stolen from the fortress several years 
  ago and managed to trace the weapon to somewhere 
  within the mountains. Putting the pieces together, Alexar has 
  decided that someone needs to look into the matter.
  Getting Them Involved
  Alexar, always short on time and help, is visiting the small 
  village near the mountains and has decided to contact 
  a few of the younger adventurers in the area and request 
  that they investigate the area. A few adventurers in Alexar’s 
  employ did a quick search of the area a few weeks ago 
  and found a few cracks that lead into the mountains; Alexar 
  recommends the PCs investigate these cracks and report 
  their findings to him. The sage offers the party 100 gold pieces 
  with which to purchase mountain climbing equipment and 
  informs them that anything they bring out of the mountains 
  is theirs; he just wants a chance to look everything over and 
  catalog their finds.
  If the PCs agree to assist Alexar they’ll be given a map that 
  indicates the cracks on the eastern side of the mountains. 
  Additionally, the PCs have just earned themselves a powerful 
  ally (so long as they treat him with respect and don’t attempt 
  to break their agreement).
  Before they set out on their adventure, the PCs may elect to 
  visit a local tavern or two in search of information. You may 
  use the following table of rumors, rolling once for each PC 
  that spends an hour or more in an appropriate establishment. 
  Do not give out more rumors, before the adventurers set off 
  on their journey, than there are characters in the party. 
  Italicized rumors are false. Rumors that are partially true have 
  their false section italicized.
  RUMOR TABLE
  1.
  Alexar has sent a dozen groups of adventurers into 
  the mountains over the past month and thus far 
  none have returned.
  2.
  Alexar is searching for a magic sword and has 
  spent thousands of gold in researching the sword’s 
  location.
  3.
  Goblins have been seen along the trail that leads 
  to the mountains and less than a week ago a 
  band of goblins attacked and killed a small party 
  of merchants.
  4.
  Some of the caves in the mountains are known to 
  be home to dragons.
  5.
  A stranger passed through the village about ten 
  years ago and killed several locals. He was dressed 
  in unusual armor and wrapped in bandages.
  6.
  Alexar is an evil wizard that cannot be trusted.
  7.
  Hobgoblins once roamed the area but several 
  years ago they were driven off and haven’t been 
  seen since. Several elders in the village say that all 
  of the hobgoblins were slain, not driven off.
  8.
  The old hermit that can always be found begging 
  at the crossroads in the village was once a powerful 
  warrior. Today he is a weak, worn down coward.
  9.
  The stranger that passed through the village about 
  ten years ago was not of this world.
  10.
  Watch for avalanches in the mountains since 
  recent rains have made the lands damp and 
  many rocks may have been loosened.
  11.
  Giants have been seen in the mountains.
  12.
  Some of the caves in the mountains are inhabited 
  by mites, gelatinous cubes, and numerous types 
  of slime.
  Traveling to the Mountains
  Depending on where they start from, you may have to set-
  up and run a few encounters before the PCs reach the 
  adventure site. For low-level characters this should be a fairly 
  short journey (only roll once on the random encounter chart) 
  in order to keep their strength up. High-level characters 
  could use this as a distraction from an epic quest or major 
  adventure. 
  2
  
  RANDOM ENCOUNTER TABLE
  1. 
  Wolves (2-5)
  2. 
  Stirges (2-8)
  3. 
  Goblins (2-8)
  4. 
  Kobolds (1-8)
  5. 
  Giant Spider (1-2)
  6. 
  Giant Ant (1-3)
  The Mite Lair
  NOTE: Throughout the lair are hundreds of small cracks and 
  holes that the mites use to travel through the complex. These 
  are not indicated on the maps since they’re too small for the 
  PCs to use. If at any point you feel there should be a hole 
  from which creatures can pour through, it is there.
  Additionally, the exact number of mites in the lair is completely 
  the decision of the game referee. In this author’s opinion, 
  there should be a near-infinite number of mites.
  Key to Level One
  WANDERING MONSTERS
  Every three turns spent exploring this level there is a 1 in 6 
  chance that the party will stumble upon (or be ambushed 
  by, your call) 2d4 mites. These mites will attack but the 
  instant one of their number is slain the survivors will attempt 
  to scatter, escaping through the various cracks and holes 
  in the cavernous complex. For each mite that escapes a 
  random encounter make a check mark on a scrap sheet of 
  paper. Every time you roll for a random number of mites (as 
  detailed in each area’s description) add 1 to the result for 
  each check mark that you have made so far.
  0.
  A twenty foot deep crack in the mountains, with 
  no hand holds or foot holds, drops straight down 
  into a dark cavern. Torches dropped or lowered 
  into the crack reveal a passage leading to the 
  south, though no other information is available 
  without dropping down into the crack. It is best if 
  the characters use ropes to climb slowly down the 
  crack, though the rash amongst the group may 
  elect to leap down into the cavern below (suffering 
  normal falling damage). 
  1.
  This natural room is about eight feet wide and 
  twenty feet long, though the shape is irregular and 
  the ceiling varies in height anywhere from six feet 
  at the edges to well over ten-feet in the center of 
  the room. A few torches are scattered throughout 
  the room, all useless, and a few broken arrows 
  lay scattered about. The room twists to the west, 
  though a narrow (three-foot wide) passage leads 
  to the east. A faint dripping sound can be heard 
  to the east.
  2.
  This room – filled with small junk consisting of a few 
  copper pieces, colored bits of glass, and assorted 
  camping gear – at first appears to be an unguarded 
  treasure room. Digging through the junk reveals a 
  small – two-foot high – passage that leads straight 
  down. If the characters don’t think to plug this hole, 
  2d8 mites will crawl from it as soon as the characters 
  leave the room. As the characters make their way 
  down whichever passageway they choose, the 
  mites will attack from the rear, concentrating well 
  over half their attacks on the character in the rear 
  guard position. If they manage to take down the 
  rear guard character in three rounds, 2dl0 mites will 
  drop from holes in the ceiling, ropes in hand, and 
  attempt to lift the character up against the ceiling 
  where they’ll tie him and leave him. If 25% of their 
  numbers are killed the mites will flee into various 
  holes and cracks. The PCs are unable to follow 
  them, though they may be able to plug these 
  holes (with what, the PCs will have to determine 
  for themselves) and ensure that the mites won’t 
  be able to use the passages for some time.
  MITES (2d8 + 2d10, see text): SZ S, AC 8, HD 1-1, HP 
  3, ATT 1 (1d3), bite.
  3.
  Another room, this one has passages which lead 
  into rooms 1, 2, 4, and 7. The moment the PCs enter 
  this room, several hundred rats run towards various 
  holes, all of them escaping in one round. In this 
  room the PCs find the skeletal remains of a goblin; 
  the creature has been tied with a heavy rope and 
  left in the northwest corner of the room. Searching 
  the body reveals a small rusted dagger and 1d20 
  copper pieces.
  3
  
  4.
  The ceiling in this room is covered with a thick web, 
  and in the web several dead mites can be seen. 
  A group of giant spiders calls this room their home, 
  and daily the mites try to kill the beasts. If the PCs cut 
  the small humanoids from the web, they’ll find an 
  assorted collection of small junk and several small 
  darts that the creatures use as weapons. Unless 
  they burn the web, 1d3 giant spiders will drop upon 
  the PCs three rounds after they enter the room.
  GIANT SPIDER (1d3, see text): SZ L, AC 4, HD 4+4, HP 
  14, ATT 1 (2d4), bite, save vs. poison or die.
  5.
  Except for the standard holes, cracks, and rocks, 
  this room is empty.
  6.
  As the PCs scramble across the uneven floor that 
  leads towards this room, they begin to notice a faint 
  glow which appears to come from the room. Upon 
  entering the chamber, the PCs see several small gem 
  stones in the walls that are the source of the glow. 
  Anyone attempting to identify  the rocks, no matter 
  their gem cutting skill, is unable to recognize the 
  rocks.  If detect magic is cast, a faint aura surrounds 
  the rocks.  Several years ago, an unsuccessful party 
  of adventurers used this room as a camp and their 
  spellcasters cast continual light spells on the rocks.  
  If the rocks can be broken free from the walls (a 
  (Strength) Major Test at -10%, each check requires 
  a dagger that will be completely ruined whether 
  the attempt succeeds or not) they’ll be extremely 
  useful.  Also in this room is a molded sack and a torn 
  suit of padded armor. Blood stains cover the floor.
  7.
  Upon entering this room, 2d6 mites drop from the 
  ceiling onto the PCs, attempting to steal their 
  weapons and equipment. Each will make a grab 
  at the lightest bit of equipment (attack roll required, 
  with a Dexterity check to resist allowed).  If a mite 
  is successful in grabbing an item, he’ll attempt to 
  flee towards room 11 with the object. If he evades 
  the PCs, he’ll drop down a small hole in the floor to 
  area 2 on Level Two.
  MITES (2d6, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 1 
  (1d3), bite.
  8.
  This room is the home to well over fifty mites, 2d20 
  of which will be in the room at any time. If the PCs 
  are able to kill the creatures (most likely with magic 
  or flaming oil), they’ll find the following:
  3 Magic-User Scrolls
  •	
  Explosive Runes
  •	
  Burning Hands
  •	
  Magic Missile
  12 platinum pieces
  47 silver pieces
  3 semi-precious stones
  If the PCs are forced to flee; the mites won’t give 
  chase (they’re too cowardly), though the creatures 
  will notify the kobolds in room 12.
  MITES (2d20, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 
  1 (1d3), bite.
  9.
  A fairly empty room. There are some dwarven runes 
  covering the southern wall, written on the rock with 
  chalk and not very legible, that read CARRY ME TO 
  THE NORTH.
  Slumped against the wall, under the runes, is the 
  rotten body of a dwarf clad in silver chain mail and 
  clutching a jewel-adorned axe. The chain mail, 
  while not magical, grants a +1 to AC while the 
  finely crafted axe grants a +2 to hit.  The PCs should 
  decide what they’ll do with the body (complicated 
  if any of them can read the runes, since following 
  the last wishes of the dwarf could be an adventure 
  on its own), good-aligned characters will most likely 
  want to bury the body.
  10.
  The entrance to this room is a long, winding passage 
  that is concealed by a secret door in room 13. The 
  king of the mites (AC 5, 10 hp) lives here, with his 
  honor guard of twelve mite warriors (6 hp each). 
  The king is armed with a specialized mite dagger 
  (2-5 damage) and has no qualms against fighting. 
  If the PCs defeat the king and his guards, all other 
  attacks by mites will be at only one-half the numbers 
  listed throughout the area descriptions (most of the 
  others having fled to deeper caverns inaccessible 
  to the PCs). In the room is the following treasure:
  A magic-user’s spell book
  * affect normal fires
  * detect magic
  * find familiar
  * continual light
  * ghost armor
  staff +1
  17 platinum pieces
  MITE WARRIORS (12): SZ S, AC 8, HD 1-1, HP 6, ATT 1 
  (1d3), bite.
  MITE KING (1): SZ S, AC 5, HD 3, HP 10, ATT 1 (1d4+1), 
  dagger.
  11.
  This room is empty, save for two rotting bodies. 
  One is a chain mail clad human, the other a robed 
  elf. They have no equipment, all of it having been 
  gathered by the denizens of the cavern.
  4
  
  12.
  The lair of two elder, experienced kobolds, these 
  creatures are considered the masters of the upper 
  level of the cavern complex and report only to the 
  hobgoblin tribe living in rooms 8 and 9 on level two. 
  These creatures will attack anyone who enters their 
  lair and, if they are warned by the mites, will pursue 
  any intruders. Each kobold is wearing a ring of 
  protection +2 and carrying a shield, giving each an 
  AC of 4. Also, each kobold carries an enchanted 
  weapon; one a short sword +1 and the other a 
  dagger +2, and each one carries two normal 
  daggers and a normal short sword. In area 12 are:
  an empty gold scroll tube
  78 silver pieces
  The kobolds will not fight to the death, instead 
  retreating to their lair if reduced to less than half 
  their hit points. If they are confronted in their lair, 
  the kobolds call upon 2dl0 mites and attempt to 
  escape to room 14 (and drop down the shaft so 
  that they can warn the hobgoblins of the invaders).
  KOBOLDS (2): SZ S, AC 7, HD 2, HP 8, ATT 1 (1d4 or 
  by weapon).
  13.
  There is a small pit in this room; in the bottom of the 
  pit (15’ down) the PCs can make out the form of 
  a heavily armored human (plate mail) as well as a 
  backpack and several sharp spikes.  If a PC lowers 
  himself into the pit to investigate, he’ll find a human 
  paladin impaled on one of the spikes, his armor 
  ruined. In the backpack there is a small tent, a few 
  days of rotten food, a dagger, a small water skin 
  (partly filled/ though the water tastes stale), and 
  a small prayer book. The paladin is wearing a holy 
  symbol on a chain.
  Also in the room is a concealed door which leads 
  to room 10. There is a 60% chance that 2d6 mites 
  will be in the corridor behind the concealed door. If 
  the PCs do not find the door, the creatures in room 
  10 will follow them and attempt to ambush and kill 
  the party.
  MITES (2d6, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 1 
  (1d3), bite.
  14.
  There is a deep crack in this room which drops 
  down forty feet. It’s impossible to tell what’s below, 
  but a rope ladder against the eastern side of the 
  opening is quite inviting. There is a 50% chance 
  that the PCs will encounter ld6 mites climbing up 
  the ladder as they climb down. This could cause 
  trouble, since there isn’t much room in the crack for 
  combat. If the PCs cut the rope ladder, the mites 
  will fall to their death but the PCs will then have to 
  use their own rope to climb down.
  Key to Level Two
  WANDERING MONSTERS
  The second level of the complex is better patrolled than the 
  upper level; there is a 1 in 6 chance for every 6 rounds of 
  exploration that the PCs will encounter a random monster.
  1. 
  A solitary hobgoblin on patrol.
  2. 
  1-4 mites.
  3. 
  A gelatinous cube.
  4. 
  1-4 hobgoblins on patrol.
  15.
  The crack in area 14 (level one) leads to this area. 
  If the PCs cut the rope ladder or fought any mites 
  while coming down the ladder, there will be 
  ld6 hobgoblins and ld6 mites waiting for them. 
  Otherwise, the room will be empty except for a 
  sleeping hobgoblin guard that wakes on a 2 in 6 
  chance whenever anyone descends the ladder. 
  The guard has a short sword and dagger, as well 
  as a small horn that he uses to summon defenses 
  from inside the cavern complex.
  MITES (1d6, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 
  1 (1d3), bite.
  HOBGOBLINS (1d6, see text): SZ M, AC 5, HD 1+1, 
  HP 5, ATT 1 (1d8 or by weapon).
  16.
  The shore of a massive, stagnant lake, this area 
  has several hobgoblin footprints covering it. There 
  is little of interest here. If the PCs make any noise 
  at all, there is a 40% chance that the hobgoblins 
  in area 22 will attack them here. If the hobgoblins 
  attack then the mites in area 18 will join them in 
  two rounds.
  17.
  Once the PCs reach the island, either by the 
  boat anchored at area 7 or by swimming the 
  lake, they’ll see that it is quite large and covered 
  with several small pits. Inside each pit lives a mite 
  family; the mites take offense at being disturbed. 
  2d6 mites will crawl up from each pit and attack 
  the PCs (who should really turn back and flee from 
  the assault). This encounter could be a problem 
  if the PCs swam, because they could be forced 
  to fight off an overwhelming force if they’re not 
  careful. There is nothing of value here.
  MITES (lots, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 
  1 (1d3), bite.
  18.
  This room is filled with several mites who will 
  immediately attack any strangers that enter the 
  area. There are 2d10 mites here at any time, 
  though all of them will flee through the various 
  holes and cracks in the room if half their number 
  is killed.
  MITES (2d10, see text): SZ S, AC 8, HD 1-1, HP 3, ATT 
  1 (1d3), bite.
  5
  
  19.
  This area is identical to area 16, except there is a 
  90% chance that the hobgoblins in room 22 will 
  attack if any noise is made.
  20.
  This area is the same as 16 and 19, but there is only 
  a 20% chance that the hobgoblins in room 22 will 
  attack.
  21.
  This area is identical to 16, 19, and 20, except 
  there is a small boat anchored here and only a 
  40% chance of the hobgoblins attacking if any 
  noise is made.
  22.
  In this area there are twelve hobgoblin guards in 
  the complex and all of them will be here, unless 
  any have been encountered and killed before 
  the PCs reach this area. Many of the hobgoblins 
  will fight to the death, with the smallest of them (4 
  hp) attempting to escape to area 23 to warn the 
  king while the others battle the PCs. In the room 
  is:
  ring of feather fall*
  chain mail +1*
  96 copper pieces
  64 silver pieces
  HOBGOBLINS (12, see text): SZ M, AC 5, HD 1+1, HP 
  5 (see text), ATT 1 (1d8 or by weapon).
  * The game referee should assign these two one or 
  two of the hobgoblinds (lieutenants).
  23.
  Lair of the hobgoblin king, the king is guarded by 
  six hobgoblin warriors (6 hp/each) while the king 
  himself is a foot taller and more powerful than the 
  other hobgoblins (15 hp). These are the last of the 
  hobgoblins in the cavern complex. The hobgoblin 
  king reports only to the qithyonki living in area 12 
  and none of the other creatures in the complex 
  know of the qithyonki or his treasure. The treasure 
  in this room consists of:
  50 gold pieces
  37 electrum pieces
  a silver mirror capable of casting magic mirror 
  once a day
  HOBGOBLIN WARRIORS (1d6, see text): SZ M, AC 5, 
  HD 1+1, HP 6, ATT 1 (1d8 or by weapon).
  HOBGOBLIN KING (1d6, see text): SZ M, AC 5, HD 4, 
  HP 15, ATT 1 (1d8 or by weapon).
  24.
  This room is filled with various torture implements, all 
  of which are covered in dust and heavy cobwebs. 
  The current denizens of the caverns have no use 
  for the equipment and have left it undisturbed.
  25.
  Several years ago, when the hobgoblins first 
  discovered these caverns, this room was used 
  by the hobgoblin king as his home. Once the 
  qithyonki arrived and confronted the hobgoblin 
  king, the hobgoblins moved to rooms 22 and 23. 
  Today several hundred rats call this room home, 
  though they flee the instant anyone enters the 
  room. In the far northeast corner is a gnawed 
  bone that, upon inspection, appears to be part 
  of a human leg.
  26.
  Ten winters ago, an extraplanar invasion force 
  entered the region through a gate somewhere 
  within the mountains. Sent to locate and recover 
  a powerful weapon, the force was attacked by 
  human soldiers; many on both sides were slain 
  in the battle, though in the end only one of the 
  invaders managed to escape. The sole survivor 
  discovered these caverns and, after “discussion” 
  with the hobgoblin king, took up his home here. The 
  invader, stranded from his own plane, has since 
  lived here, guarding the weapon and awaiting 
  the day his people will return for him.
  Unfortunately for the invader, the PCs have found 
  him before his people. The invader knows of the 
  PCs and is waiting for them.  Armed with the 
  weapon, a long sword +3 (detailed below), and 
  wearing splint mail +4, the invader attacks first 
  using the sword’s magic missile ability and then 
  engages in melee combat with. The invader fights 
  to the death, preferring death in combat to the 
  humiliation of another escape from battle. The 
  following treasure is in the room:
  6
  
  26.
  spell book (illusionist)
  •	
  change self
  •	
  hypnotic pattern
  •	
  veil
  •	
  rainbow pattern
  •	
  spook
  •	
  blur
  •	
  fear
  283 copper pieces
  102 gold pieces
  scale mail +4
  long sword +1
  long sword +3
  •	
  cast magic missile as a 15th level 
  magic-user once per day
  •	
  cast mummy touch as a 5th level 
  magic-user once per day
  QITHYONKI SURVIVOR (1): SZ M, AC 0, HD 6, HP 21, 
  ATT 1 (1d8 or by weapon).
  27.
  In this room stands a stone statue in the shape of 
  an elf that is so detailed and life-like that it could 
  possibly have been a living being at some point. 
  The statue was, in fact, a carefully crafted stone 
  golem that ceased to function long ago and 
  has stood in this room ever since. The mage who 
  constructed the golem hundreds of years ago is 
  long dead and the golem’s last command was to 
  guard this room, though the reason that the mage 
  left such a powerful guard in this room is unknown. 
  If the PCs move the golem they could probably 
  sell it to a high level wizard or sage for several 
  thousand gold pieces, though how they would 
  get it above ground is a mystery (it’s quite heavy). 
  There is nothing else of interest in this area.
  28.
  At first glance, this room appears empty. But, if 
  the PCs search closely, they will locate a small 
  trigger that operates an unknown mechanism 
  (a dropping steel gate, carefully constructed by 
  dwarven slaves when the hobgoblins first entered 
  this cavern complex, located in the corridor 
  between rooms 11 and 14 on the first level). The 
  PCs will find nothing else of interest here.
  Concluding  
  the Adventure
  Once the PCs return to their starting town, Alexar will contact 
  them and inquire into how their expedition went. He will 
  honor his promises, even going a little further if the PCs offer 
  to donate the qithyonki weapon to his collection (if they 
  wish to sell it, though, he will be an eager buyer). If they are 
  especially friendly and bring back anything of real interest 
  (such as scrolls or spellbooks), Alexar may give each PC a 
  small magic item that is useful in some way. One-time use 
  items, such as potions, are best suited for this purpose.
  Monsters
  The monsters that follow are either new to OSRIC -- the 
  mite and qithyonki -- or are reprinted here for the game 
  referee’s convenience. Please note that only the monsters 
  guaranteed to be encountered in this adventure are listed; 
  those creatures that may appear as random encounters 
  are not described. As with all monsters players may again 
  encounter these monsters in a future adventure.
  HOBGOBLIN
  SIZE: Medium
  MOVE: 90 ft.
  ARMOR CLASS: 5
  HIT DICE: 1d8+1
  ATTACKS: 1
  DAMAGE: By weapon (usually 1d8)
  SPECIAL ATTACKS: None
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Uncommon
  NO. ENCOUNTERED: 10-200
  LAIR PROBABILITY: 25%
  TREASURE: Individual: 3-24 cp, 2-8 gp; In Lair: 1-8k cp (20%), 
  1-12k sp (15%), 1-8k ep (15%), 1-6k gp (50%), 3-18 gems (80%), 
  1-6 jewelry (25%), 2 magic items plus 1 potion (15%)
  INTELLIGENCE: Average
  ALIGNMENT: Lawful Evil
  LEVEL/X.P.: 2 / 30 + 1/hp
  General Information: Hobgoblin society is divided into tribes, 
  with the tribes being further subdivided into clans. The number 
  appearing shown above is for a single clan. Hobgoblins have 
  60’ Darkvision, and do not suffer any penalties for fighting in 
  daylight making their homes both above and below ground 
  with equal frequency.
  They are typically armed with swords, morningstars, spears, 
  and/or composite bows. A group of 20 or more goblins may 
  contain leaders who fight as gnolls or even bugbears, and a 
  chief is even more powerful.
  Hobgoblins sometimes have a tribal standard with them 
  which causes them to fight at +1 on attack and morale rolls 
  - but only if the hobgoblins are within 60 ft. of the standard. 
  They are miners of fair aptitude, but dislike work and will 
  much prefer to capture slaves to do any heavy labor.
  Hobgoblins have a strong grasp of strategy and tactics 
  and are capable of carrying out sophisticated battle plans. 
  Under the leadership of a skilled strategist or tactician, their 
  discipline can prove a deciding factor. Hobgoblins hate elves 
  and attack them first, in preference to other opponents.
  Languages: Hobgoblins speak hobgoblin, their alignment 
  tongue, and the languages of goblins and orcs.
  Physical Description: Hobgoblins are larger cousins of goblins. 
  Hobgoblins’ hair color ranges from dark reddish-brown to 
  dark gray. They have dark orange or red-orange skin. Large 
  males have blue or red noses. Hobgoblins’ eyes are yellowish 
  or dark brown, while their teeth are yellow. Their garments 
  tend to be brightly colored, often blood red with black-
  tinted leather. Their weaponry is kept polished and in good 
  repair. They generally live to the age of 60 years.
  7
  
  KOBOLD
  SIZE: Small
  MOVE: 60 ft.
  ARMOR CLASS: 7
  HIT DICE: 1d4
  ATTACKS: 1
  DAMAGE: By weapon (usually 1d4)
  SPECIAL ATTACKS: None
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Uncommon
  NO. ENCOUNTERED: 40-400
  LAIR PROBABILITY: 40%
  TREASURE: Individual: 3-24 cp; In Lair: 1-4k cp (25%), 1-3k sp 
  (20%), 10-40 (50%)
  INTELLIGENCE: Low to average
  ALIGNMENT: Lawful Evil
  LEVEL/X.P.: 1 / 5 + 1/hp
  General Information: Kobold society is divided into tribes, with 
  the tribes being further subdivided into clans. The number 
  appearing shown above is for a single clan. Like goblins, 
  kobolds are nocturnal, and have 60’ darkvision but suffer a 
  -1 penalty from their attack rolls in any light equivalent to full 
  daylight or brighter.
  Kobolds like to attack with overwhelming odds—at least two 
  to one—or trickery; should the odds fall below this threshold, 
  they usually flee. However, they attack gnomes on sight 
  if their numbers are equal. They begin a fight by throwing 
  missile weapons, closing only when they can see that their 
  foes have been weakened. Whenever they can, kobolds set 
  up ambushes near trapped areas.
  Kobolds are typically armed with spiked wooden clubs, axes, 
  javelins and spears. A group of 40 or more of these creatures 
  may contain leaders who fight as goblins or even orcs, and 
  a chief is even more powerful. If encountered in their lair or 
  in any large settlement, there will be (in addition to the male 
  kobolds) a number of females equal to 50% of the number 
  encountered and young equal to 1/10th the number 
  encountered. For example, if 200 kobolds are in their lair, an 
  additional 100 females and 20 children are also present.
  Kobolds hate gnomes, halflings and small faeries such as 
  pixies, nixies and brownies, and will usually attack these 
  foes first if given a choice of targets. They are miners of fair 
  aptitude, but dislike work and will much prefer to capture 
  slaves to do any heavy labor.
  Languages: Kobolds speak their own tongue, their alignment 
  tongue, and the language of Goblins. They generally live to 
  the age of approximately 130 years.
  Physical Description: Kobolds are short, reptilian humanoids 
  with cowardly and sadistic tendencies. A kobold’s scaly 
  skin ranges from dark rusty brown to a rusty black color. It 
  has glowing red eyes. Its tail is nonprehensile. Kobolds wear 
  ragged clothing, favoring red and orange. A kobold is 2-1/2 
  to 3 feet tall and weighs 35 to 45 pounds. Kobolds speak with 
  a voice that sounds like that of a yapping dog.
  MITE
  SIZE: Small
  MOVE: 30 ft.
  ARMOR CLASS: 8
  HIT DICE: 1d4-1
  ATTACKS: 1
  DAMAGE: Bite(1d3)
  SPECIAL ATTACKS: None
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Rare
  NO. ENCOUNTERED: 6-30
  LAIR PROBABILITY: 25%
  TREASURE: Individual: 2-12 cp; In Lair: 100-400 cp (25%), 100-
  600 sp (20%), 10-40 gp (50%)
  INTELLIGENCE: Low
  ALIGNMENT: Lawful Evil
  LEVEL/X.P.: 1 / 3 + 1/hp
  General Information: Mites are a tribal race, living in caverns 
  and other underground chambers which they will fight to 
  protect. Living deep beneath the surface, mites are never 
  encountered outside of the underground chambers in which 
  they are at home. Sunlight does not harm the creatures but 
  their fear of the light is so intense that if they are thrust into 
  the sunlight they panic and flee, doing anything within their 
  power to return to the underground.
  Mite lairs are filthy, garbage-filled chambers; the creatures 
  do not understand the needs for sanitation and encountered 
  mites are frequently diseased. (Especially cruel game 
  referees will take advantage of any intrusion into a mite’s lair 
  by subjecting the party of adventurers to some disease or 
  other of his choosing.)
  Mites prefer to attack in the cramped quarters of their 
  homes, dropping or otherwise appearing from concealed 
  tunnels and pits that offer an escape route through which 
  their (usually) larger prey may not pursue them. These hidden 
  tunnels and pits are treated like secret doors for purposes of 
  discovering them. In some caverns in which the mites are 
  completely alone and in control the creatures construct 
  numerous, crude traps in order to capture intruders. These 
  traps can be easily spotted and disarmed by experienced 
  thieves. Mites survive on the items they can lift from those 
  that are captured in their traps.
  When threatened or otherwise coerced, mites will join other, 
  more powerful races and the creatures make excellent 
  servants for those that enslave them.
  Languages: Mites speak their own language of garbled 
  twittering and frequently use body language and hand 
  signals to communicate silently.
  Physical Description: Mites are small, rather ugly humanoids 
  about 2 feet tall. They have long pointed ears and large 
  noses. Their skin is pale brown or gray, and they are thought 
  to be distant relatives of the goblins. Mites are commonly 
  dressed in loose, ill-fitting rags and sometimes use weapons 
  and tools.
  8
  
  QITHYONKI
  SIZE: Medium
  MOVE: Game referee’s call, usually 80 ft.
  ARMOR CLASS: Game referee’s call, usually 2.
  HIT DICE: Game referee’s call, upper limit of 12.
  ATTACKS: 1
  DAMAGE: By weapon (usually 1d6)
  SPECIAL ATTACKS: None
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: Standard
  RARITY: Very Rare
  NO. ENCOUNTERED: 1-4
  LAIR PROBABILITY: 25%
  TREASURE: Game referee’s call, usually magical items.
  INTELLIGENCE: High
  ALIGNMENT: Game referee’s call, always evil.
  LEVEL/X.P.: Game referee’s call
  General Information: Tens of thousands of years ago a 
  human-like race, one which may have been strongly tied 
  to the ancient elves, was captured and ripped from their 
  world, deposited on an extraplanar landscape where they 
  became the unwilling slaves of an unspeakable, unseen 
  race. This master race kept itself hidden from its slaves, the 
  humanoid masters remaining in shadows or wrapped in robes 
  that concealed all but their glowing eyes and long, tentacle-
  like fingers.
  For thousands of years the qithyonki were slaves, forced to 
  fullfill every twisted desire of their unseen masters, the most 
  disgusting of which was eating the brains of others that the 
  masters brought to the qithyonki every few weeks. This persisted 
  until a day at which the masters did not bring the qithyonki 
  brains to eat but, rather, attempted to eat the brains of the 
  qithyonki. Screaming in terror, and filled with a mad rage that 
  permanently transformed their minds, the qithyonki rose up 
  as a single people and attacked their masters, defeating 
  them in a bloody battle. Free of the masters, the qithyonki 
  found that they had forever changed and, rather than return 
  to their world of origin (which many realized they no longer 
  had any knowledge of) the qithyonki mastered the tools of 
  the masters and instead explored the planes of existence.
  Today, the qithyonki travel from plane to plane, stealing 
  whatever they wish in an attempt to collect enough power 
  so that when they discover the homeworld of their former 
  masters they will be strong enough to kill them all.
  Languages: The qithyonki speak their own language, a soft, 
  gentle tongue that sounds like an odd off-shoot of elven. 
  Additionally, many qithyonki speak common and numerous 
  other languages that they have picked up during their 
  journeys across numerous planes of existance and from those 
  that they have captured.
  Physical Description: Once a human-like race, the qithyonki 
  today still vaguely resemble tall humans or elves though their 
  skin is drawn tight against their skin and is very pale in color (at 
  a distance they are sometimes mistaken for undead). Their 
  eye color is typically a clear, light blue or pink (or gray in very 
  rare instances) and qithyonki prefer to grow their hair long 
  and thick, wearing it loose or sometimes braiding it. Qithyonki 
  wear a variety of different types of clothing and armors 
  depending on what is available and personal preferences.
  Artifact: Sword of the Masters
  As presented in the pages of this adventure, the sword 
  possessed by the sole qithyonki survivor, while powerful, 
  is nothing more than a magical weapon. For those game 
  referees that would like to use this adventure as the launching 
  point for a campaign, the following new artifact is presented. 
  Fortunately for the game referee, the decision as to the true 
  nature of the magical long sword does not have to be made 
  when this adventure is run; the artifact is presented in a way 
  in which its true nature can be revealed at a later time in the 
  campaign.
  Sword of the Masters: This seemingly-normal long sword 
  appears at first glance just like any other common long 
  sword. Those skilled at the identification of magical weapons 
  and items quickly discover a faint aura of energy surrounding 
  the weapon and, through patience and talent, can quickly 
  unlock the sword’s minor powers (which are the ability to 
  cast magic missle and mummy touch, as described on p. 
  7 of this adventure). The sword will remain a +3 weapon 
  until it comes within 100 ft. of one of the unknown masters, 
  at which point it instantly glows white and then transforms, 
  lengthening and growing larger in its weilder’s hands.
  As the powerful “Sword of the Masters,” the long sword 
  becomes a sentient, powerful artifact that follows the 
  mental commands of any one of the unknown race that is 
  within range of the artifact. The sword, under these mental 
  commands, moves and strikes on its own without need of a 
  sword arm to guide it (the first act is typically to turn and slay 
  the one that was weilding it before the master came into 
  range).
  When activated the sword is chaotic evil, has an Intelligence 
  score of 18, and possesses 1d4-1 (minimum of 1) special 
  abilities of the game referee’s choice.
  In addition to those already described, the artifact possesses 
  the following effects:
  3 x I:
  ____________
  ____________
  ____________
  2 x II:
  ____________
  ____________
  2 x IV:
  ____________
  ____________
  Credits
  Written by Philip Reed
  Illustrated by David Hamilton
  Feedback and review by James Boney, Mark Gedak, and 
  Moritz Mehlem 
  Layout, design, and maps by Philip Reed
  9
  
  10
  LEVEL ONE
  0
  
  11
  LEVEL TWO
  
  12
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  Open Game License v 1.0 Copyright 2000, 
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  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.
  OSRICTM copyright 2006, Stuart Marshall, 
  adapting material prepared by Matthew 
  J. Finch, based upon the System Reference 
  Document, and inspired by the works of E. 
  Gary Gygax, Dave Arneson, and many oth-
  ers.
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  right 2005, Expeditious Retreat Press, Author 
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  yright 2004, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden.
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  Copyright 2005, Troll Lord Games; Authors 
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  2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by
  Roger Musson.
  Old-School Gazette #1: Copyright 2006, Ex-
  peditious Retreat Press, Contributor: Joseph 
  Browning
  First Edition Fantasy: Module #1, Into the Mite 
  Lair, Copyright 2006, Ronin Arts, Author Philip 
  Reed
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  text in this module is open game content.
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