TEXT: An Old School Fantasy Adventure for 1-4 Players of 1-4 Level
  DUNGEON OF THE 
  SELENIAN CONCLAVE
  by Alessandro Dellamotta
  Classic Fantasy Adventures for                                                 Old School Role-Playing Games
  
  An Old School Fantasy Adventure for 1-4 Players of 1-4 Level
  DUNGEON OF THE 
  SELENIAN CONCLAVE
  DUNGEON ADVENTURES VOL. 1 
  PUBLISHED BY DUNGEONEER GAMES & SIMULATIONS 
  COPYRIGHTED BY STARLIGHT GAMES AND  
  DUNGEONEER GAMES & SIMULATIONS
  DESIGNER 
  ALESSANDRO DELLAMOTTA
  ART DIRECTION 
  ANTONELLO MOLELLA
  COVER ART 
  PETER PAGANO
  ILLUSTRATIONS 
  FRANCESCA BASSO 
  WILLIAM MCAUSLAND 
  JEREMY MOHLER
  THANKS TO 
  LUDOVICO ARIOSTO FOR INSPIRATION 
  MAUS, OXY, KEVIN CHEVALIER FOR PROOFREADING
  OSR Compatible
  The use of any other company’s trademark or copyright in this guide is not intended as a challenge to the ownership of those trademarks or copyrights. 
  The contents of this file are © Copyright protected and are not to be redistributed in any format. The purchaser of this file may print up to two copies of this file for personal use only. 
  © Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor.  
  © Dungeon of Selenial the Conclave 2018, Starlight Games, Dungeoneer Games and Simulations. All Rights Reserved.
  
  3
  Introduction
  The ruleset assumed by this adventure, and the format of its presentation, are OSR Compatible. 
  This adventure can be used with any old school fantasy RPG or modern clone.The format is definitely 
  adaptable to other systems of classic fantasy roleplaying. This adventure is an old-school fantasy dungeon 
  crawl meant to challenge a party of 1st-2nd level adventurers (roughly). The assumption is that the party 
  will be reasonably well-equipped for their level.
  Common acronyms used are GM for Game Master, PC for Player Character and 
  NPC for Non-Player Character.This adventure uses the metric system. If you wish to 
  convert meters to feet, assume 3m = 10’. 
  How to read monster entries
  Monsters and creatures are presented in this format, using an undead 
  skeleton’s profile as an example:
   
  Skeleton: [AC 6; HD 1 (5 hp); MV 18m (6m); #AT 1 sword; D 1d8; Save 
  F1; ML 12; AL C]
   
  AC is the Armor Class. Lower is better. AC 9 is unarmored. AC 7 is equivalent 
  to leather armor. AC 5 is equivalent to chain mail. AC 3 is equivalent to plate 
  armor. Shields lower AC by 1.HD is Hit Dice. Hit Dice are d8s that are rolled to 
  determine the monster’s HP, and also give an indication of the creature’s power. 
  Monsters come with pre-rolled HP if the Game Master does not want to roll 
  the dice himself for this. MV is the monster’s movement rate. First, outside 
  parenthesis, the speed the creature will be able to cautiously move at when 
  out of combat, in meters per 10-minute Turn. Then, in parenthesis, the 
  creature’s combat speed (or running speed), in meters per 10-second 
  Round. If creatures can fly, their fly speed is given instead. #AT is 
  the creature’s number of attacks, followed by a description.D is 
  the damage of the attacks, in order. Save means what sort of 
  character class the monster saves as. F, C, T, MU, D and E 
  stand for Fighter, Cleric, Thief, Magic-User, Dwarf and Elf. 
  So a creature that saves as a F3 will save as if it were a 
  third-level fighter.
  ML is the creature’s morale. Morale is usually 
  checked at first blood suffered, and then again 
  when victory seems to obviously favor the 
  opposite side. The roll is done on 2d6, with 
  a result equal to or lower than the Morale 
  meaning the creature stands and fights. 
  Creatures with a Morale of 12 never flee 
  or surrender.
  AL is the creature’s alignment: L for Lawful, 
  N for Neutral, C for Chaotic.
  Any special notes regarding unique powers 
  or attributes the creature possesses follow.
  
  4
  Synopsis
  The “Dungeon of the Selenian Conclave” is the site where 
  an alliance of ancient wizards sought to create a magical 
  portal to the Moon.
   
  Nowadays, the dungeon is abandoned, and parts of 
  it are being used as a hideout by a gang of orc raiders, 
  who are the initial reason for the PCs to take an interest in 
  the location: they are being asked by local communities 
  to find their hideout and put a stop to their raids. That is 
  (hopefully) easily accomplished, as the orcs have grown 
  complacent and are used to bullying and stealing from 
  peaceful peasants. They are not prepared to face a party 
  of adventurers, nor are they expecting it. Still, if alerted and 
  given time to prepare, even these orcs might prove difficult 
  to dislodge. Furthermore, the orcs have some prisoners, that 
  they are not above using as hostages if they find themselves 
  surprised and outmatched.
   
  (If you want an alternate start, the player characters could 
  stumble into the Dungeon via a magical circle inscribed in 
  the ground in some other location, teleporting them in. The 
  wizards of the Selenian Conclave used such teleport circles 
  to move between their various bases of operation.)
   
  The PCs have been promised a reward for the defeat of 
  the orcs, the liberation of the hostages and the restitution 
  of the goods the orcs have stolen, but the party will likely 
  want to explore the rest of the dungeon as well.
   
  Most of the dungeon is locked (some of it behind magical 
  doors and traps) and has not been accessed by the orcs, 
  particularly the personal rooms and laboratories of the 
  wizards of the Conclave, so those locations are still fairly 
  untouched. Other locations are hidden behind secret doors 
  and passages. A skilled and resourceful party of adventurers 
  could accomplish much via careful exploration.There are 
  four sets of stairs that connect first and second floor, making 
  the Dungeon harder to navigate, but also allowing alternate 
  access to some branches that would be otherwise locked. 
  The second floor of the dungeon is actually a massive magic 
  circle inscribed in the ground, the anchor for the Selenian 
  Conclave’s magic portal that was meant to lead them to 
  the Moon. The central room of the second level houses the 
  portal’s machinery, which, if activated, will open up in the 
  main room of the first level.
   
  Unfortunately, the Moon Portal does not function, and it is 
  not a matter of repairing it: the Selenian Conclave found out 
  too late that the Moon cannot be reached with such magic 
  as the one they employed here.  (This is the reason they 
  abandoned the Dungeon: the experiment failed). However, 
  this was not the only attempt the Selenian Conclave made 
  to reach the Moon, and it was definitely not their last one...
  Information to share with the players:
  A band of orc raiders has recently plagued most of the 
  logging, farming and hunting communities on the side of the 
  mountain. They are but small villages, without large stone 
  walls or strong levies to protect them. The raiders are not 
  numerous, but they move at night, with stealth and wearing 
  black cloaks, and are cunning and brutal. 
   
  They steal food and livestock, often break into people’s 
  houses and make away with precious heirlooms, and 
  sometimes attack, rob, wound, slay or kidnap travelers 
  caught alone on the mountain roads at night. People are 
  living in fear. Recent rumors even whisper that the orcs have 
  grown so bold as to sortie during the day!
   The inhabitants of the mountain communities have 
  collected among themselves a prize of one thousand gold 
  pieces for anyone who will put an end to the orc raids, plus 
  another thousand if the kidnapped villagers (five people: 
  a lumberjack and his wife, a merchant, a travelling priest, 
  and a hunter) are all returned safe and sound. Should the 
  party agree to help, they will be provided with directions 
  to a remote, long-abandoned hamlet that appears to be the 
  source of the raids, known by the name of “Dianet”. It’s been 
  abandoned for longer than people remember.
   
  Once there, the party will find little more than ruins. Not 
  one building is still standing intact. Tracks, however, lead 
  to a vast, unlit, empty, yet still-intact basement cellar. There, 
  a spiral staircase plunges down into the depths of the earth.
  (This will land the PCs into room 1.)
   
  If the party elects to search the basement before going 
  down the stairs:
   
  The party finds, built into the eastern wall of the cellar, 
  a dumbwaiter: a simple rope-and-pulley elevator designed 
  for shuttling goods to some underground location. Despite 
  the ravages of time, the contraption seems still quite sturdy. 
  Only one human-sized character can ride down at a time.
  (This will land the PCs into room 3, at the location marked 
  with a crossed circle.)
   
  
  5
  An alternate starting point for the adventure, other 
  than the hook of the mountain village, could be a magical 
  teleport:
   
  During the exploration of some other location (perhaps 
  in the middle of a different adventure or dungeon), the 
  party comes across a magic circle, roughly 3m in diameter, 
  carved in the floor and filled with glowing, obvious magic. 
  Adventurers trained in the mystical arts can easily recognize 
  it as a stable teleport circle, something powerful sorcerors 
  will often have in their various disparate dwellings as a 
  means to connect them. Stepping into the circle will teleport 
  the party to the equivalent teleport circle in the dungeon. 
  The teleport works both ways. (This will land the PCs into 
  room 9a.)
  Information for the GM only
  As already established, the Selenian Conclave was an 
  ancient alliance of five powerful wizards who sought a way 
  to reach the Moon. 
  Why the Moon?
  A legend has it that anything that is lost forever on Earth 
  - whether it be items, treasures, knowledge, information, or 
  even more ephemeral things (such as “a lost love” or “lost 
  happiness”)- eventually ends up on the Moon. In the legend, 
  a brave knight journeys to the Moon to retrieve a friend’s 
  sanity - lost to anger and envy in seeing the woman he loved 
  with another man of far lower station.
   
  Each member of the Conclave had his own reasons to go 
  there, but, as those reasons aligned, they worked together, 
  for a time. After many experiments in this location - which 
  is situated in the most optimal location for such a feat - the 
  Conclave was, however, forced to admit failure: their first 
  approach was wrong. Magical portals will not connect 
  directly to the moon’s surface, no matter what.
   
  It was not a fruitless endeavor, however, but a learning 
  experience: after the realization that the Moon is out of 
  the sphere of influence of all earthly magic, even the most 
  potent, the Conclave abandoned the dungeon to seek other, 
  less direct avenues of access to the lunar surface. Eventually, 
  the Conclave moved on, abandoned this Dungeon, and 
  attempted to build a different sort of structure for their 
  purposes… but this is a story for another time.
  The five wizards were:
   
  Horace Lyrrin: Nicknamed by his peers “The Prismatic”, 
  he was an incredibly powerful human archmage, who, in his 
  long life, unlocked nearly every secret of magic. Too proud 
  to admit (even to himself) that he ever “lost” or “needed” 
  anything, Horace Lyrrin mostly wanted to reach the Moon 
  to prove that it could be done, and because he would not 
  tolerate of any place to be beyond his power. 
   
  Urud Dwoinan: a dwarven inventor, artificer and 
  engineer, he is to credit with the creation of the machinery 
  required for the portal to function. He sought the recipe 
  to the Boulder’s Kiss, a legendary brew of dwarven ale 
  whose supply is ever-shrinking after the sudden death of all 
  those who knew its secrets, centuries before. (By the time 
  the campaign is set, Boulder’s Kiss would be known to all 
  dwarven PCs as near-mythical, with the few surviving kegs 
  and bottles kept as treasures fit for kings.)
   
  Iqith’a’skyla: an Aranea sorceress. The Aranea are 
  a dwindling race of human-sized, spellcasting spiders. 
  Iqith’a’skyla’s expertise was with magic of movement, 
  distance and connection. She hoped to find, on the Moon, 
  some artifact or secret knowledge that would help her 
  restore her race to greatness.
   
  Athrozan: a ghostly warlock who failed the process to 
  transform himself into an immortal lich, and was forced to 
  cling to existence as a spectre.  Wishing for a way to be 
  restored back to life in a physical body, there is much that 
  Athrozan seeks from the Moon: His lost years of life back. 
  A way to undo his mistake. Immortality. As well as ways to 
  get payback against all those who ever slighted him, even 
  those long dead or gone.
  Lasiath Silverhome: this reclusive elven enchanter’s field 
  of specialization is in talismans, jewelry, and the art of 
  crafting magical items and binding spirits and elementals to 
  them. Unbeknownst to the other four, however, Lasiath had 
  actually been cursed with lycanthropy by a powerful spirit 
  of nature he had angered in the past, and her true reason 
  for seeking a way to travel to the Moon was to search for 
  a way to dispel the curse.
  The Village of Dianet: 
  This is the village pinpointed by the townspeople as the 
  source of the orc raids. It’s a remote community that’s been 
  long, long abandoned. Nature has mostly reclaimed the 
  dozen-odd stone hovels and the fields are overgrown with 
  weeds and young trees. If questioned, no one can quite 
  tell when Dianet was actually inhabited, but it’s apparently 
  been abandoned for at least fifty years, probably more.
  The orcs’ tracks are easy to follow here, and clearly lead 
  to a specific ruin. There, they will find a (badly) concealed 
  trapdoor leading down to a large basement If the rest of 
  the village is searched, nothing of value or of use is found.
   
  AMBUSH: If the players decide to hide and lay an 
  ambush, an orc party will appear in 2d20 hours if waited 
  for. 
  
  6
  1d6
  1-2
  Orcs are leaving for a raid
  3-4
  Orcs are on patrol
  5-6
  Orcs are returning from a raid
  Orcs: [AC 6; HD 1 (5 hp); MV 36m (12m); #AT 1 sword; 
  D 1d6; Save F1; ML 8; AL C]
  If it’s daytime, the orcs will have ML 6. Remember that 
  orcs in daylight have a -1 penalty to to-hit rolls. If they’re 
  returning, they’re carrying loot equivalent to 1d8x100 GP, 
  half in coin and half in stolen goods, plus stolen foodstuffs. 
  The orcs are unsuspecting and will always be surprised if 
  ambushed. If they fail morale or if only one orc is still alive, 
  then the survivor(s) will try to flee to the basement and alert 
  the others.
   
  SIEGE: If the players decide to lay siege to the orcs, treat 
  it as an ambush at first. The orcs have enough supplies to 
  last them two weeks if need be. If the siege continues, they 
  will seek terms, confident that having hostages (the five 
  kidnapped villagers held in Room 2) will allow them to 
  negotiate from a position of strength. If this does not work, 
  the orcs will execute the prisoners and sally out in full force: 
  account for every orc and goblin present in this module 
  (room encounters plus random encounters) and have them 
  assault the sieging party.
   
  The Basement: This large subterranean chamber is empty, 
  unlit, and dust-filled. A spiral stairwell leads down. If the 
  room is inspected, a dumbwaiter will be found, built into a 
  wall, with a rope and pulley mechanism allowing a large 
  wooden basket to be lowered to a deeper level (12m below). 
  The dumbwaiter can carry a single character at a time, 
  can be operated from both the top and the bottom, and is 
  reasonably sturdy (200 kg).
  Dungeon Characteristics: The Dungeon of the Selenian 
  Conclave was excavated by magical means, leaving solid, 
  smooth grey stone walls, at least 30cm thick. The ceilings 
  are all vaulted, usually 3m tall at the highest and 2m tall 
  at the lowest. The first room and large central room are an 
  exception, being much taller (4m and 12m respectively).
   
  Unless specified, all doors are made from sturdy, iron-
  reinforced oakwood. They swing open, away from corridors 
  and into rooms. Both sides feature an iron ring for pulling. 
  Most doors are unlocked, and can be broken down as 
  normal. Exceptions are detailed under their respective room 
  entry.
   
  Unless specified, all rooms are dark. The dungeon used 
  to be illuminated by magic, but the spells have long died 
  out. The floor is also smooth grey stone, at least 2m thick.  
  Rooms from 1 to 9 are on the main level. Rooms from 10 
  to 19 are on the second (lower) level.
   
  Roll for Wandering Monsters every Turn. A random 
  encounter happens on a 1d6 roll of 1. The Wandering 
  Monsters table is the sum of all the creatures that can be 
  found in the dungeon. Destroyed creatures will not reappear.
  Random Table: 
  Level 1 Wandering Monster
  1d6
  1
  3 Orcs with sword and shield 
  2
  3 Orcs 
  3
  1 Orc Taskmaster + 4 Goblins 
  4
  1 Orc Taskmaster + 4 Goblins
  5
  6 Goblins
  6
  1 Carcass Scavenger
  Orcs with sword and shield [AC 6; HD 1 (6, 5, 4 hp); 
  MV 36m (12m); #AT 1 sword; D 1d6; Save F1; ML 7; AL C]
  Orc Taskmaster + Goblins [Orc AC 6; HD 1 (5 hp); 
  MV 36m (12m); #AT 1 club; D 1d6; Save F1; ML 7; AL C] 
  The orc is driving a work crew of enslaved [Goblins AC 8; 
  HD 1-1 (5, 3, 2, 1 hp); MV 18m (6m); #AT 1 improvised 
  weapon; D 1d4; Save F1; ML 5; AL C]. If the taskmaster is 
  slain, goblins test morale. They are not above assisting the 
  PCs to earn their freedom, but are still untrustworthy.
  Goblins [AC 6; HD 1 (5, 4, 4, 3, 3, 3 hp); MV 36m 
  (12m); #AT 1 sword; D 1d6; Save F1; ML 6; AL C]. These 
  are more loyal goblins that the orcs trust enough for them 
  to keep their own weapons and armor.
  Carcass Scavenger [AC 7; HD 3 (9 hp); MV 36m (12m); 
  #AT 8 feelers; D Paralysis; Save F2; ML 8; AL N]. This 
  centipede-like scavenger feeds on dead bodies. This half-
  domesticated creature is kept as a “cleaner” by the orcs, 
  and is relatively non aggressive unless threatened. Whoever 
  is struck by a feeler must save or be paralyzed for 2d4 Turns.
  
  7
  1. Entrance
  Filled with rubble from two stone statues (in reality, 
  two destroyed stone golems). On the north side, a spiral 
  staircase goes up to the basement in the village of Dianet.
  The south wall has a circular passage (about 3m in diameter) 
  with heavy oaken double doors opening southwards. The 
  wall bears carved depictions of five moons being carried 
  by five individuals:
  •	
  A male human clad in wizardly robes, a sword at 
  his belt and fire in his hair: carries a new moon 
  (symbolized as an empty circle).
  •	
  A male dwarven craftsman with a belt full of tools, 
  a book, and an armor-covered right arm: carries a 
  waxing crescent. 
  •	
  A giant spider-like creature (an Aranea) oddly clad in 
  robes cut to fit its alien shape: carries a first quarter.
  •	
   A human skeleton wreathed in ectoplasmic flames: 
  carries a waxing gibbous.
  •	
  An androgynous elf with hair reaching almost to 
  her ankles, clad in beautiful flowing robes: carries 
  a full moon.
  MONSTERS: None at first, but if the orcs feel threatened 
  (for example, if the party has already delved into the 
  Dungeon, alerted the orcs, fled, and are now returning 
  for a second try), there will be a guard detail of 4 orcs 
  here (taken from the orcs in room 2). If attacked, they will 
  immediately slam the door open and call for reinforcements 
  from room 2.
  SECRET: Just behind the spiral staircase connecting this 
  room to the cellar upstairs there is a sliding wall. By pushing 
  a loose brick, a latch is released and a section of the wall 
  swings open, revealing a short passageway ending in the 
  north stairs (Room 1a).
   
  The Dungeon
  
  8
  1a. North Stairs
  This dust-filled passageway leads to a flight of stairs 
  going down. The secret door has an obvious mechanism 
  on this side, and is automatically detected.
  2. Octagonal Chamber
  This enormous octagonal vaulted chamber is occupied 
  by a busy orc encampment. Beddings, pallets and filthy 
  blankets are scattered about. Earthen jars and wooden 
  barrels and other containers line the walls, together with 
  piles of bones and refuse. The walls are unevenly covered 
  in scratches and scrawled graffiti. In the center of the 
  room, a circular two-step black stone dais (2a) has been 
  left untouched by the orcs.
  DOORS: Each wall of the octagonal room features a 
  door, some of which look rather unique. Starting from the 
  north door and going clockwise:
  •	
  A circular passage with double doors (leading to 
  room 1)
  •	
  A normal-looking oaken door (leading to corridor 3)
  •	
  A magical multicolored barrier (leading to corridor 4)
  •	
  A sturdy steel door with an elaborate mechanical 
  lock (leading to corridor 5)
  •	
  A thick, tightly-woven spiderweb (leading to corridor 6)
  •	
  A door apparently made from transparent, bluish 
  glass (leading to corridor 7)
  •	
  A brass door with a beautiful, highly decorative 
  pattern (leading to corridor 8)
  •	
  A door made from a solid slab of steel, with a locked 
  handwheel (leading to corridor 9)
  MONSTERS: This is the orcs’ main camp. There are 8 
  fighting orcs. They will try to capture (preferably) or slay 
  any intruders. 12 more are noncombatants who will do their 
  best to avoid combat, or flee if possible.
  6 orcs: [AC 7; HD 1 (5, 4, 4, 3, 3, 3 hp); MV 36m 
  (12m); #AT 1 shortsword; D 1d6; Save F1; ML 7; AL C] 
  1 second-in-command: [AC 7; HD 2 (8 hp); MV 36m 
  (12m); #AT 1 sword; D 1d8; Save F1; ML 8; AL C] 
  1 chieftain: [AC 5; HD 2 (10 hp); MV 36m (12m); #AT 
  1 sword; D 1d8; Save F1; ML 9; AL C] 
  Morale for the orcs is tested using the highest Morale 
  value among them. If a Morale test is failed, the chieftain 
  (if still alive) will negotiate, offering the lives of the prisoners 
  in exchange for a safe escape for himself and the survivors. 
  If the offer is rejected, he will kill a random hostage and 
  repeat the offer. He is cunning and untrustworthy, and will 
  readily lie and make empty promises and oaths. He has 
  no intention to quit the raiding business.If the chieftain is 
  dead, the second-in-command will take charge. He will 
  negotiate similarly, but is not as cunning or as good a liar, 
  and is more easily tricked or intimidated. If both chieftain 
  and second-in-command are dead, the remaining orcs test 
  Morale immediately. On a success they fight to the death 
  to avenge their leaders. On a failure they scatter, fleeing 
  where possible and surrendering if there is no escape.
  TREASURE: The orc chieftain has a 70GP gold ring and 
  a pouch with 88GP and a small brass key (which opens 
  the chest in room 3b).
  A few useful items can be found in the orc camp (in 
  addition to the orcs’ equipment). Searching the camp in its 
  entirety will take 1d4+1 Turns.
  Potion of Healing (1d6+1 HP)
  2 Potions of Antidote
  Carpet (5kg, 30GP)
  Tapestry (5kg, 70GP)
  Candelabra (1kg, 100GP)
  Gold Necklace (300GP)
  Silver Earrings (100GP)
  In addition, an amount of normal weapons, armor, and 
  common items left to the DM’s discretion.
  PRISONERS: The five prisoners the orcs have kidnapped 
  are kept here, tied and huddled near the south wall:
  Edgar Cotter (Lumberjack). Taken captive but a few days 
  ago, is still strong in good health. He is angry and will offer 
  to help the PCs clear the dungeon from orcs. He is a level 
  0 human with 5 HP and a +1 to hit and damage from high 
  strength. Will seek to equip himself with the items in the 
  room if allowed.
  Erina Cotter (Housewife): Edgar’s wife. If freed, will beg 
  Edgar to just leave and go home and beseech the PCs to 
  help her persuade him.
  Lawrence Marke (Merchant): If freed, will be grateful 
  and promise the PCs 300GP in reward if they escort him 
  immediately to the closest village. If they refuse, he will still 
  insist that they protect him, for 100GP. The money is not on 
  his person, of course.  If the GM so desires, he may claim 
  the part of the orc’s loot that was stolen from him. 
  Stephye Save (Priest): A preacher from a Lawful cult of 
  the GM’s choice. He’s weak and malnourished. While not 
  a cleric, his devotion allows him to memorize and cast one 
  level 1 clerical spell per day. If given 2 rations’ worth of 
  food and allowed to rest 8 hours, he will use this spell at 
  the PC’s behest.
  Ross Karrel (Hunter): Ross was wounded when captured 
  (a deep cut  to his left calf). The wound is infected and 
  gangrenous. Ross is feverish and can’t walk. Magical 
  healing will fix his wound and save his life, but still leave 
  him sickly for a couple of days. Mundane healing can still 
  
  9
  help if the PCs carry it out efficiently. If not, he’ll die soon, 
  unless the leg is amputated.
  2a. Black Stone Dais
  This black stone dais lies in the center of room 2. It is 
  9m across and 1m tall. It is split in four identical quarters by 
  straight seams running north-south and east-west, intersecting 
  in the middle. The parts cannot be moved by force. Even 
  though most of the central room has been trashed by the 
  occupying orcs, they have left this ominous dais untouched.
  MOON PORTAL: A mechanism keeps the dais locked. 
  If the Moon Portal is successfully reactivated, the dais will 
  split open (possibly trashing the orc camp in the process), 
  revealing a 6m wide circular well connecting this room with 
  the level below. From this opening, the Moon Portal will rise. 
  For details on the fully activated Moon Portal, see “Room 
  20”, at the end of this adventure module.
  3. Servants’ Side
  This corridor’s entrance door is normal and unlocked. 
  The corners are filled with trash and refuse.  
  The crossed circle marks the dumbwaiter’s location, at 
  the bottom of a 12m shaft reaching up into the basement 
  in the abandoned village above. It can be operated by a 
  pulley  on either end and carry one character or up to 200 
  kg at a time.
   
  3a. Trashed Kitchen
  This old kitchen area has been thoroughly ransacked and 
  ruined. Part of it has been reconverted by the orcs into a 
  crude forge and workshop for crafting and repairing their 
  equipment.
  MONSTERS: 2 orcs and 3 goblins. 40% chance to catch 
  them while forging (Automatically surprised, metalworking 
  noise can be heard from the other side of the door).
  Orcs [AC 7; HD 1 (6, 5 hp); MV 36m (12m); #AT 1 
  hammer; D 1d6; Save F1; ML 7; AL C]
  Goblins [AC 7; HD 1-1 (3, 3, 3 hp); MV 18m (6m); #AT 
  1 hammer; D 1d6; Save F1; ML 6; AL C]. 
  TREASURE: 6 longswords, 6 shortswords, 2 suits of 
  chainmail. Smithing supplies, coal and ingots. One of the 
  orcs will have a long iron key.
  CLOSET: On the eastern wall a door opens 
  into a closet, repurposed by the orcs as a storage 
  room. Locked by the long iron key. Contains 
  assorted tools, more ingots, and some stolen goods: 
   
  A brass censer (100GP, 1kg)
  An ivory statuette of a warrior (80GP, 0.5kg)
  A jeweled dagger (100GP, 0.5kg) 
   A bag containing three gems: a Peridot (100GP, Lime), 
  a Rose Quartz (50GP, Pink) and an Amethyst (150GP, 
  Purple).
  3b. Wrecked Dormitory
  Four double bunk beds lie at the corners of the room, 
  now filthy and abused by years of orc living. There are two 
  solid wooden armoires, one on the east wall, one on the 
  west. Trash and refuse litters the room.
  MONSTERS: 4 off-duty orcs. 40% chance to catch them 
  sleeping (Automatically surprised).
  Orcs [AC 7; HD 1 (6, 5, 5, 4 hp); MV 36m (12m); #AT 
  1 shortsword; D 1d6; Save F1; ML 7; AL C]
  TREASURE: The armoires hold black cloaks, fur and 
  leather outfits, and other items of orc fashion. If examined, 
  one of the two armoires will have signs of having been 
  moved often. Shoving it aside will reveal a niche in the 
  wall behind holding a small chest. The niche is trapped. If 
  the chest is lifted, a spring-loaded blade will shoot out from 
  under it and strike the wrists of whoever touched it (1d6 
  damage). The niche is too small for the chest to be opened 
  without removing it first.The chest is locked by a small brass 
  key (in possession of the Chieftain in room 2) and holds 
  401GP, 389SP and a Topaz (500GP, Yellow).
   
  3c. Pantry
  This room is filled with all the foodstuffs the orcs have 
  stolen. Bags of wheat, rye and flour, baskets of fruit, jars 
  of assorted jams, smoked and cured meats piled atop 
  one another. Hygiene is not a concern here, and mold is 
  rampant.
  TREASURE: Some items are still in good condition:
  A barrel of olive oil (100GP, 30kg)
  A cask of good wine (120GP, 5kg)
  A large wheel of cheese (50GP, 30kg)
  A bag of salt (100GP, 8kg)
  A crate of pepper grains (80GP, 1kg)
  COLD ROOM: The room at the back of the pantry has 
  been enchanted to stay at a temperature slightly below 
  freezing. Frost layers every surface. Magical runes  are 
  etched in the walls. A few unidentifiable food items lie in 
  a corner, covered by decades of ice. A section of the back 
  wall can slide and reveal a secret passage. The passage 
  leads to room 4a.
  
  10
  Random Table: 
  Prismatic Encounters
  Use this table in place of the normal random encounters 
  when in rooms 4, 4a and 4b. Encounter on a 1-2 on 1d6.
  1d8
  1
  1 Fire Butterfly
  2
  3 Citrine Dragonflies
  3
  1 Gold Energy Spear
  4
  1 Emerald Scorpion
  5
  1 Sapphire Eye 
  6
  2 Azure Will-o-Wisps
  7
  1 Purple Lizard
  8
  No encounter
  1 Fire Butterfly [AC 6; HD 5 (12 hp); MV 36m (12m) 
  flying; #AT 1 touch; D 1d6 fire; Save F1; ML 12; AL N.] 
  Can start fires, and will try its best to.
  3 Citrine Dragonflies [AC 5; HD 1-1 (4, 4, 4 hp); MV 
  36m (12m) flying; #AT 1 sting; D 1 + save vs. poison or 
  blinded for 1d4 turns; Save F1; ML 12; AL N.] Lured by 
  smell of food.
  1 Gold Energy Spear [AC 7; HD 1 (5 hp); MV 54m 
  (18m) flying; #AT 1 strike; D 1d6+1; Save F1; ML 12; AL 
  N] Strikes as if a +1 spear. Attacks sources of light.
  1 Emerald Scorpion [AC 6; HD 1-1 (4 hp); MV 36m 
  (12m); #AT 1 tail sting; D 1 + save vs. poison or die; Save 
  F1; ML 12; AL N] Will threaten first, attack second.
  1 Sapphire Eye [AC 5; HD 1 (5 hp); MV 36m (12m) 
  flying; #AT 1 stare; D save vs. petrification or paralyzed 
  1d4 turns; Save MU1; ML 12; AL N] 
  2 Azure Will-o-Wisps [AC 8; HD 1-1 (3, 3 hp); MV 36m 
  (12m) flying; #AT none; Save MU1; ML 12; AL N. Can 
  only be harmed by magic weapons or attacks, or silver]. 
  Will follow party, lure other monsters to it. (+1 to encounter 
  chance). 
  1 Purple Lizard [AC 5; HD 3 (12 hp); MV 36m (12m); 
  #AT 1 bite; D teleported 1d6x3 meters in random direction 
  (but not into walls); Save F2; ML 12; AL N]. Non-magical 
  attacks are redirected 50% of the time, instead striking other 
  creatures (25%) or items (25%) randomly.
  No encounter. Magic surge causes a display of colors.
  4. Prismatic Side (Horace Lyrrin’s Quarters)
  DOOR: The entrance to this corridor is blocked by a 
  magical curtain of shimmering colors, as if a rainbow could 
  be made into a barrier. This barrier is a Prismatic Wall. 
  The barrier is formed by seven layers, one for each color. 
  Anything crossing it (unless it is, or is a creature carrying, the 
  Prismatic Keystone from room 4a) is subject to the following 
  effects, in succession.
  •	Red:	10	points	of	damage.	(Dispelled	by	Passwall)
  •	Orange:	20	points	of	damage.	(Dispelled	by	Fly)
  •	Yellow:	40	points	of	damage.	(Dispelled	by	Disintegrate)
  •	Green:	Save	vs.	Poison	or	die.	(Dispelled	by	Passwall)
  •		Blue:	Save	vs.	Petrification	or	turn	to	stone.	(Dispelled	
  by Magic Missile)
  •		Indigo:	Save	vs.	Wand	or	go	insane.	(Dispelled	by	
  Continual Light)
  •		Violet:	Save	vs.	Spell	or	banished	to	another	dimension.	
  (Dispelled by Dispel Magic)
  If all layers are dispelled in succession by the appropriate 
  spell, the barrier vanishes. The two internal doors are normal 
  and unlocked. At the end of the corridor, stairs lead down.
  4a. Prismatic Sorceror’s Study
  Lit by a magical multicolored crystal chandelier, this 
  room is stocked with well-furnished bookcases filled with 
  tomes and scrolls. A large desk filled with papers dominates 
  its center. A splendid colorful robe hangs by a coat hanger. 
  A sword is mounted on the wall, and a chest lies in a corner.
  The room is abuzz with latent magic, and anyone can feel 
  the sensation, similar to static electricity. Occasionally 
  colorful sparks and flames flash around the room.Studying 
  the papers on the desk (research notes, mostly) reveals the 
  name and motives of Horace Lyrrin (see “Information for 
  the GM only”), and of the Conclave. The entire room is 
  fireproofed (except for anything the PCs bring in).
  TREASURE: Most of the tomes are ruined by time or have 
  been eroded by the magic of the room. The following scrolls 
  can be retrieved: Magic Missile, Continual Light, Passwall, 
  Invisibility, Locate Object, Sleep, Dispel Magic. Two tomes 
  are still intact: Dancing with Fire, by Amrax Escarion the 
  Mighty, and On The Nature Of The Interdimensional Medium, 
  by Rokka Long-Sight. These two tomes (each 1kg) can be 
  worth 200GP to the right buyer. The sword is +1, studded 
  with three blue gemstones in the hilt. With a command 
  word, each gem can be shot out as a Magic Missile. They 
  grow back in a week. The robe (3kg) is nonmagical, but 
  woven with gold and silver thread, and worth 500GP. It 
  also grants AC 7 without impeding spellcasting if worn. 
  The chest is locked, but bears no lock. It can be opened by 
  Dispel Magic, or else must be destroyed by force. It contains 
  3 potions and the Prismatic Keystone. Potions: Clairvoyance, 
  Diminution, Extra-Healing. Prismatic Keystone: a palm-sized, 
  multicolored rock. The rock itself and whoever holds it are 
  immune to the effects of the Prismatic Wall and similar 
  barriers. If the chest is opened by force, each potion has a 
  50% chance of breaking.
  SECRET: One of the bookcases can be shifted to reveal 
  a secret passage leading to the cold room at 3c.
   
  
  11
  4b. Prismatic Sorceror’s Abode:
  This well-appointed personal room features a small desk 
  and cushioned chair, a canopy bed, a large armoire, and a 
  mirror mounted on the wall. It is lit by a magical multicolored 
  crystal chandelier. The entire room is fireproofed (except for 
  anything the PCs bring in).
  MONSTER: A Tetraelemental (weakened by the long 
  wait) lies in ambush in this room, with orders to attack all 
  intruders. 
  The Tetraelemental will start in Air form, and shift to the 
  next form at the start of each new round, in order:
  [Air: AC 6; HD 3 (24 hp); MV 54m (18m) flying; #AT 
  1 wind gust; D 1 + save vs. Breath or disarmed. Save F3; 
  ML 12; AL N. Can only be harmed by magic weapons or 
  attacks]. 
  [Fire: AC 6; HD 3 (24 hp); MV 36m (12m) flying; #AT 
  1 touch; D 1d6. Save F3; ML 12; AL N. Can start fires]. 
  [Earth: AC 2; HD 3 (24 hp); MV 9m (3m); #AT 1 slam; 
  D 1d6. Save F3; ML 12; AL N.]
  [Water: AC 6; HD 3 (24 hp); MV 36m (12m); #AT 1 
  envelop; D 1 + save vs. breath or lungs filled with water, 
  spend 1 round to spit it. Save F3; ML 12; AL N.]
  TREASURE: The mirror is a work of art worth 300GP, but 
  is heavy (5kg) and very fragile. The armoire holds various 
  clothes of high quality, for a total of 5 outfits (1kg each) 
  worth 20, 20, 50, 50, 100GP.  Searching the pockets yields 
  36GP, 22SP, and: A silver ring with a large green gemstone. 
  Is magical and can act as a single-charge wand casting 
  Disintegrate. Scrolls of Passwall, Shield, Magic Missile and 
  Fly. A single ancient platinum piece enchanted to always 
  end up as “tails” when flipped.
  5. Engineer’s Side (Urud Dwoinan’s Quarters)
  DOOR: The door to this corridor is more similar to a 
  overly complicated safe. It doesn’t require a key, but rather 
  a combination of numbers: it features five gears that can 
  be freely rotated. They are numbered, like dials on a safe: 
  the smallest is numbered 1 to 4, then 1 to 6, 1 to 8, 1 
  to 10, and the largest is numbered 1 to 20. The correct 
  combination is 2-3-5-8-13 (also known as the “Fibonacci 
  Sequence”, where each number is equal to the sum of the 
  two previous numbers). If the gears are turned to display 
  these values, the door will be unlocked. A thief can attempt 
  to ascertain the correct combination for each individual gear 
  with a successful Pick Locks check (1 Turn), but if he fails he 
  cannot retry on that gear. The door is much sturdier than 
  normal and would require superhuman strength to break.
  5a. Engineer’s Laboratory
  DOOR: The door to this room is locked. Instead of a 
  normal lock, it has three small hand-cranks. Above them, 
  three gauges. The first gauge goes up to 3, the second 
  up to 7, the third up to 11. All gauges start at 0.Turning 
  the cranks counterclockwise does nothing. Turning them 
  clockwise advances the gauges:
  •	
  Crank 1: +1 to Gauge 1, +2 to Gauge 2, +3 to 
  Gauge 3.
  •	
  Crank 2: +1 to Gauge 2, +2 to Gauge 3.
  •	
  Crank 3: +1 to Gauge 3.
  If all three gauges reach their maximum (3, 7, 11) 
  without going over, the door is unlocked. If a gauge goes 
  over, it makes a nasty mechanical noise, and the door starts 
  ticking. The ticking is a timer. While the door ticks, the 
  cranks do nothing. After one Turn of wait, all gauges reset 
  to 0 and the lock can be tried again. A successful Pick 
  Lock roll from a thief will reveal these rules to the players. 
  The door is much sturdier than normal and would require 
  superhuman strength to break.
  ROOM: This forge/laboratory, similar to a clockmaker 
  or locksmith’s workshop, is extremely well supplied, even 
  if much of the delicate tools and equipment are damaged 
  by rust and age. The walls are lined with shelves filled 
  with mechanical spare parts. The chair and worktable are 
  mounted on rails and swivels so that they can slide and spin 
  around the room for easy access to the racks of supplies 
  mounted on the walls. Broken machinery and crumpled 
  papers litter the floor.
  TREASURE: A search of the floor yields 3GP 2SP and:
  a mechanical clock, similar to a pocketwatch. Spring-
  powered. Could be worth up to 500GP to the right buyer.
  Various blueprints and notes. Studying them reveals the 
  name and motives of  Urud Dwoinan (see “Information 
  for the GM only”), and of the Conclave, in dwarven. The 
  blueprints could be worth up to 200GP to the right buyer. 
  A +1 dagger. The dagger can be disassembled and 
  reassembled easily (1 Round, with some practice) and hides 
  in the pommel, hilt and handle a full set of thief’s tools. A 
  large angular iron key, opening the doors of corridor 9. A 
  long looping transmission chain made from a silvery metal 
  called Lunasteel. (this can be used to reactivate the Moon 
  Portal in room 19.)
  5b. Engineer’s Deposit
  DOOR: The door to this room features three large gears  
  The left and the right gear bear the numbers from 1 to 20. 
  The smaller central gear bears the numbers from 1 to 12. 
  Every time the central gear is rotated, the other two gears’ 
  numbers increase by 2. Every time one of the side gears 
  is rotated, the central gear’s number decreases by 1. The 
  door is unlocked. The locking mechanism is still unfinished, 
  and the gears do nothing.
  ROOM: This deposit holds piles of boxes and crates of 
  building and tinkering supplies, from raw ingots of iron, 
  copper, bronze, brass and steel to finished gears, pinions, 
  flywheels, chains, axles and such.
  
  12
  MONSTER: Half-concealed in the clutter lies a rusty 
  mechanical guardian which will activate and attack 
  intruders. It will always act last in the round.
  Mechanical Guardian [AC 0; HD 3 (24 hp); MV 18m 
  (6m); #AT 2 fists; D 1d6/1d6; Save F3; ML 12; AL N.]
  The mechanical guardian has three metal pipes arcing 
  from a tank on its lower back to the base of the neck. These 
  pipes can be attacked only from behind, and are AC 5. A 
  single point of damage will puncture them. They are filled 
  with a pressurized flammable liquid. For each punctured 
  tube, the Guardian loses one hit die.
  TREASURE: The most precious items in storage (found 
  after 1d4+1 turns of search) would be:
  •	
  Silver Ingot (300GP, 0.5kg)
  •	
  Rose Gold Ingot (500GP, 0.5kg, alloy of gold and 
  copper)
  •	
  A 20x10cm Gold Plate (100GP)
  All the other metals and ingots here could be worth up 
  to 5,000GP, but would weight up to 500kg combined.
  SECRET: Concealed behind a stack of crates filled with 
  rusty screws is a secret passage opened by pushing a loose 
  brick. It leads to a small chamber holding 503GP 441SP 
  and the following: A rack of 22 bottles of prized dwarven 
  beers for a combined worth of 440GP and weight of 11kg. 
  A mechanical arm rolled up in an oiled cloth. If attached 
  in place of a severed stump and magically healed, it will 
  function as an effective prosthesis. It conceals a shortsword 
  and a light crossbow inside.
  5c. Engineer’s Abode
  DOOR: The door to this 
  room is locked. Instead 
  of a normal lock, it has 
  seven levers that can be 
  either “up” or “down”, 
  and a gauge counting up 
  from 0 to 5. The starting 
  situation is (using U for 
  Up and D for Down): U, 
  U, D, U, D, U, U. The 
  gauge starts at 0. Every 
  time a lever is flipped, two 
  things happen: The levers 
  immediately to its left and 
  right also automatically 
  flip, and the gauge goes 
  up 1. If the gauge is 
  above 0, a ticking can 
  be heard. Once the first 
  lever is flipped, waiting 
  for one full Turn without 
  flipping any lever will reset the gauge back to 0. If the 
  gauge reaches 5, whoever is flipping the last lever will be 
  electrocuted for 1d4 damage, together with anyone else 
  touching the door at the time. The gauge will then return to 
  0. Setting all levers “Down” will unlock the door if locked. 
  Setting all levers “Up” will lock it if unlocked.  The GM could 
  represent the levers’ positions with tokens, coins or dice on 
  the table for visual effect. A successful Pick Lock roll from 
  a thief will reveal these rules to the players. The door is 
  much sturdier than normal and would require superhuman 
  strength to break. This would also trigger the electrical trap.
  ROOM: A solid, low bed, a large armoire and a thick 
  oak desk are the main features of this room. The armoire 
  holds simple, utilitarian dwarven clothes. The table holds a 
  keg of prized dwarven beer. Personal effects are scattered 
  throughout the room.
  TREASURE: The keg of beer is worth 150GP and weights 
  5kg. 33GP 7SP 29CP are scattered around the room or 
  in the clothes’ pockets. Under the bed’s pillow lies a +1 
  axe which will remove all rust from any metal it touches. 
  (This does not repair or restore items already damaged or 
  destroyed.) Any Rust Monster struck by this axe must save 
  vs. wand or die. The axe is immune to their touch and any 
  other corrosion effects, of course.
  6. Aranea’s Side (Iqith’a’skyla’s Quarters):
  DOOR: The entrance to this corridor is blocked by a 
  thickly-woven spiderweb. The thread is as strong and sharp 
  as steel wire, and horrendously sticky. Anyone touching the 
  net will be stuck until cut free.
  
  13
  Cutting free someone stuck could take from 1 turn (just 
  one arm) to 2 turns (entire body). However, disturbing the 
  net immediately attracts 2d4 black widows lying in wait.
  Cutting a path through (and cleaning weapons 
  afterwards) would take about 2 turns of work, or only 1 if 
  using fire. 
  MONSTER: 
  Black Widows [AC 5; HD 1-2 (1 hp); MV 18m (6m); #AT 
  1 bite; D 1+ poison (save or suffer another 1d4 damage 
  and -2 penalty to all actions from searing pain); Save F1; 
  ML 8; AL N.]
  If fire is used, the black widows do not attack at the door 
  but instead lie in ambush deeper in the corridor. The internal 
  doors are normal and unlocked. The rest of the corridor is 
  covered in normal harmless spiderwebs. At the end of the 
  corridor, stairs lead down.
  6a. Aranea’s Abode
  This room is completely spherical. Gravity is altered so 
  that it always pulls outwards. A three-dimensional spiderweb 
  radiates from the center, anchored to the outer wall in 12 
  points.  (if important, use the faces of a d12 to represent 
  this.)
  MONSTER: A giant spider nests at the center of the web, 
  where gravity is null.
  Giant Black Widow [AC 6; HD 3 (16 hp); MV 36m 
  (12m) web; #AT 1 bite; D 1d6 + poison (save or die in 1 
  turn); Save F2; ML 8; AL N.]
  The giant black widow can scuttle along the web and 
  reach any point of the sphere and attack in the same round. 
  The anchor points are AC 7, have 5 hp and suffer double 
  damage from fire.
  TREASURE: Cocooned and hanging from the web are 
  several past victims (mostly orcs) and their equipment. One 
  of the cocoons holds a black crystal sphere that, if touched 
  by a magic-user, lights up with white dots, becoming a 
  portable, magical planetarium. The view can be changed 
  by concentrating.
   
  6b. Aranea’s Lockers
  Three small closets. The first one is filled with bones 
  and various refuse. The second holds a mummified corpse 
  wrapped in thick strands of web. The third is filled with 
  webs hiding a passage to a natural cavern (hard to notice 
  unless the PCs explicitly investigate the closets in any depth).
  TREASURE: If the first closet is searched, it will reveal 7GP 
  12SP 11CP and a +1 dagger that, if left free to spin, will 
  always point north. The corpse in the second closet carries 
  tattered shreds of a servant’s outfit, a rusted kitchen knife, a 
  30GP silver platter, and a large brass key (opening the door 
  to corridor 8). Entwined in the webs of the third closet is a 
  lever made from a silvery metal called Lunasteel. (this can 
  be used to reactivate the Moon Portal in room 19).
   
  6c. Aranea’s Experiment Cave
  This cave is filled with spiderwebs, severely impairing 
  visibility at first. Countless normal-sized spiders populate 
  them. They are relatively harmless.
  At the back of the cave, four very large dust-ridden 
  cocoons stick to the cavern wall.
  MONSTER: The cocoons are guarded by a hideous 
  human/spider hybrid still wearing tatters of his old 
  apprentice wizard’s robe.
  Spider Hybrid [AC 5; HD 3 (17 hp); MV 36m (12m) 
  web; #AT 1 bite; D 1d4 + poison (save or be paralyzed 
  1d4 turns, then transformed into a Spider Hybrid over the 
  next week); Save F3; ML 10; AL N.]
  Anyone being injected with the poison will be cursed 
  to slowly transform into a hideous spider hybrid over the 
  following week. First symptoms will occur one day after the 
  bite. The victim will also feel the compulsion (resistible with 
  a save) to return here, guard the cocoons, and bite intruders 
  to produce more guardians.
  A spider hybrid’s abilities should be varied and depend 
  on the GM’s wishes, but poisonous bite, spider-like climbing, 
  web-crawling and web-spinning should be considered.
  The victim can be returned to human status with Remove 
  Curse and Cure Disease. Both must be used. Alchemical 
  remedies are also possible. If the transformation process is 
  completed, the victim can be restored only by Regenerate, 
  Restoration or Wish.
  COCOONS: The four cocoons contain:
  1: Three Aranea eggs in stasis. If the cocoon is opened, 
  they will naturally resume developing and hatch in 2d6 
  days (roll individually for each egg).
  2: Another Spider Hybrid, this one originally one of the 
  orcs camped outside. Same statistics as above but only 10 
  hp. In stasis as well, well return to life if cut free.
  3: A desiccated corpse clad in grey robes and hat. 
  Carries 15GP, a 50GP Aquamarine (blue), a +1 Quarterstaff 
  topped by a white crystal that can store one level 1 spell 
  within, and a decayed spellbook on which 1d6 random 
  first-level spells are still legible, if barely (requires a full day 
  to be read).
  4: A hive of hundreds of magical but normal-sized 
  spiders. Acting together, they have a single unified mind with 
  Telepathy (18m) and can cast spells like a 3rd level magic 
  user: Magic Missile, Charm, Locate Object. If attacking, 
  the swarm does not roll to hit and inflicts 2 hp of damage 
  
  14
  to any creature in contact every round. Most attacks are 
  ineffective unless they can strike the whole swarm together 
  (like fire or some area of effect spells), in which case the 
  swarm has 30 hp. The swarm was created by Iqith’a’skyla’s 
  experiments (like most things here) and its intelligence is 
  ancient. Its purpose is to aid and protect the Aranea race. 
  Depending on the situation, it might be friendly or hostile. 
  It could demand that the PCs deliver the eggs in cocoon 1 
  to some location (an Aranea community), or that they care 
  for them personally. The swarm knows where the Aranea 
  used to live at the time the Selenian Conclave was still at 
  work here, but its information is outdated by centuries.
   
  7. Ghost’s Side (Athrozan’s Quarters)
  DOOR: The entrance to this corridor is blocked by a 
  semi-transparent, bluish door. It looks as if it were made 
  out of blue-tinted glass, but otherwise normal. The door 
  cannot be touched and seems to have no physical presence: 
  a hand will go right through it, for example. This will still 
  give an unpleasant, cold sensation. Non-living matter can 
  go through without any problem, but the door blocks living 
  souls. If someone tries to step through the door, the body 
  will walk into the corridor and then promptly collapse as 
  the soul is ejected from it and kept on the other side. If the 
  separation has happened less than a turn ago, the soul can 
  re-enter the body, minus 1 hp for the harrowing experience. 
  Of course, body and soul need to be on the same side of the 
  door (or the door to be open) for this to work! For every full 
  Turn the body and soul stay apart, 1 level of experience is 
  drained from the character. If a character’s soul wants to try 
  and open the door while in that state, assume the door to 
  be stuck, and test to open it as normal but using Charisma 
  instead of Strength. Spells can affect the door, which has 
  15 hp if struck by magic. Any form of magical telekinesis  
  or similar force can open it. It can also be Turned as if it 
  were a Ghoul (which opens it).
  ROOM: This corridor has one walled-up door on its 
  left-hand side. Breaking the brick wall there will take some 
  work, and lead to room 7a. Up to 3 characters can work 
  to demolish the wall, but only if they have appropriate tools 
  (hammers, pickaxes, etc). Each turn of work, each working 
  character rolls damage against the door. Most tools will 
  do 1d6 damage (modified by strength). After 15 damage 
  is inflicted, there’s a hole in the wall large enough for one 
  person at a time to crawl through. After 30 damage, the 
  passage is completely  open. 
  POOL: A circular pool, 2m wide and filled with still, hazy 
  water, lies at the end of the corridor (marked on the map 
  as a circle). Mist hangs around the pool, and the water is 
  dark. The bottom of the pool cannot be seen or reached. The 
  dungeon’s structure is reflected in the water, but creatures 
  are not. If the pool is entered, the character will emerge 
  into a mist-filled, colorless, ghostly version of the same room 
  (and, indeed, of the entire world). He is now in a parallel 
  dimension called the Ethereal Plane. In this dimension, only 
  the water pool is colorful: a bright bluish-green. Entering 
  it will return the character to the real world. An Ethereal 
  character can see only up to 9m before the ever-present 
  mist obscures his vision. He can see any comrade left in the 
  real world, but cannot interact with them (or anything that 
  is still in the real world), and they cannot see or perceive 
  him in turn. He can float and fly around as if a ghost, and 
  can interact with other ethereal matter (ghosts, the soul of 
  a PC rendered disembodied by the door, etc). While in the 
  Ethereal Plane a character can move through normal rock, 
  stone and other nonliving matter, but he cannot pass through 
  any living matter. The walls of this dungeon are magically 
  proofed so that ethereal beings cannot move through them, 
  however the walled-up door in this corridor (leading to 
  room 7a) can be phased through, as it lacks this proofing.
   
  7a. Ghost’s Abode
  This room bears some resemblance to a wizard’s 
  laboratory, but is completely destroyed. Rich furniture lies 
  in broken ruins  scattered around the floor, making the 
  entire locale a cluttered mess. A proper search of the room 
  can take up to 2d4 turns. A subtle air of menace hangs on 
  this room. Clerics and magic-users can quickly determine 
  that it is haunted. Every round, poltergeist activity will 
  throw fragments of debris around the room, targeting all 
  occupants. Treat as if attacked by a 1st level fighter for 1d4 
  damage. Turn Undead will do nothing.
  ETHEREAL: If viewed by Ethereal characters, the room is 
  much different, with all the broken furniture actually intact 
  to form a richly decorated study. An oaken desk lies in the 
  center, surrounded by bookcases and scroll-holders. Atop 
  the desk lies a crystal sphere glowing with malicious arcane 
  power. That is the source of the poltergeist.
  MONSTER: The sphere inflicts 1 point of damage per 
  round if touched or carried (even without direct skin contact), 
  by lashing at the character with arcane energies. The same 
  energies still attack the characters in the Ethereal, as per the 
  poltergeist effect in the Material Plane (see above). Dispel 
  Magic will quiet the sphere for 1d4 rounds, as will Turn 
  Undead (Turn as if a Zombie). The sphere has AC 5 and 15 
  HP. If destroyed, the poltergeist will cease. If carried back 
  to the Material world, it will lose all power  and become a 
  normal sphere of dark crystal worth 500GP to a collector.
  TREASURE: 27SP and a 50GP golden ring lie in the 
  clutter, together with scrolls for the following spells: Detect 
  Magic, Continual Light, Phantasmal Force, Dispel Magic. A 
  green glass bottle, still miraculously intact, lies on the ground, 
  containing  Oil of Etherealness. Studying some of the papers 
  scattered about (research notes and delirious rants swearing 
  revenge on a variety of individuals for a variety of reasons) 
  reveals the name and motives of  Athrozan (see “Information 
  for the GM only”), and of the Conclave.
  
  15
  8. Enchanter’s Side (Lasiath Silverhome’s Quarters)
  DOOR: The door to this corridor is of exquisite elven 
  craftsmanship, made from brass and quite decorative 
  despite the orcs’ best attempts to bash it. It has a keyhole, 
  which is jammed full of dirt and filth (but can be cleaned). 
  The key to this door lies in one of the closets at 6b. The two 
  internal doors are of similar craftsmanship, but unlocked. 
  At the end of the corridor, stairs lead down.
  8a. Enchanter’s Abode
  This room appears as if it were actually outside and in 
  the open: a small grove at night, under a half-moon bright 
  enough to read by. This is an illusion (affecting all five 
  senses), and characters wandering off to “explore the grove” 
  will just slam into the room’s walls.
  The “grove” is made cozier by a elegant canopy bed, 
  an oaken desk with a chair, a tall bookcase (nearly empty) 
  and an armoire, all of superb quality. A bronze lantern sits 
  on the table, giving a phantasmagorical silver light. The 
  skull of a giant wolf is mounted on a tree to the right, and a 
  polished longsword likewise on the left. (These items are real 
  and not illusions. The skull and sword are actually mounted 
  to the walls of the room.)
  MONSTER: As soon as intruders are detected, the sword 
  will levitate and attack autonomously the PCs like a dancing 
  sword. It is actually being guided by the wolf skull, so it will 
  not attack anyone outside of the skull’s line of sight.
  [Dancing Sword: AC -1; HD 1 (8 hp); MV 36m (12m) 
  flying; #AT 1; D 1d8; Save F1; ML 12; AL N.]
  If the sword is brought to 0 HP, it shatters. If the skull 
  is instead destroyed, the sword falls to the ground and 
  can be recovered. It will be is a +1 longsword that, after 
  being used for 4 turns, can be commanded to “dance”, 
  fighting autonomously as if being held by the user (using 
  his Intelligence modifier as if it were Strength) for 4 more 
  rounds. It will remain within 9m of the wielder and return 
  to him after 4 rounds of “dancing”.
  TREASURE: The armoire contains quality clothes of elven 
  make worth 250GP (total 4kg). The bookcase contains a 
  few books (written in elvish, some on the subject of the 
  art of enchanting magical items, others on the subject of 
  curses), potentially worth up to 300GP (total 3kg). The desk 
  has a drawer containing two silver rings (40GP each) and 
  a Lunasteel axle (this can be used to reactivate the Moon 
  Portal in room 19). The lantern is the source of the illusion. 
  The knob that would normally adjust the size of the flame in 
  a normal oil lantern instead sets the phase of the moon, from 
  new moon, through waning, to full, then through waxing, 
  again to new moon. If the knob is twisted beyond the new 
  moon setting (on either side), the illusion can be turned off 
  and back on again. The illusion has a radius of 9m and 
  replaces walls, floors  and other structural elements with the 
  image of the grove, but does not conceal creatures, furniture 
  or other objects. Because of its nature, the illusion is only 
  effective in closed rooms. Using the lantern outdoors under 
  real sunlight or moonlight makes the illusion obvious.
  SECRET: If the illusion is removed (dispelling, turning the 
  lantern off, or removing it from the room) then a hidden 
  door can be found in the north wall. It leads to the magic 
  teleport circle in room 9a.
  8b. Enchanter’s Laboratory
  This room’s ceiling is unlike the others, being  much 
  taller and built like the inside of a pyramid. The walls are 
  converging to a point about 5m above the floor. A scepter 
  tipped by a black opal is embedded there, pointed straight 
  down. The room contains a large workbench with all the 
  tools required for a jeweler’s art and more. A small forge 
  and bellows are set in the east wall, while barrels and boxes 
  and shelves line the west wall, filled with assorted materials 
  and components. Various notes and sketches (written in 
  elvish) litter the floor. Studying them reveals the name and 
  motives of  Lasiath Silverhome (see “Information for the GM 
  only”), and of the Conclave.
  TRAP: As soon as the characters enter the room, the 
  scepter on the ceiling (actually a Wand of Magic Missiles) 
  will begin to rain down Magic Missiles on them, one 
  every round targeting intruders randomly, until the wand is 
  destroyed (AC 2, 12 hp), or pulled or knocked out of the 
  ceiling somehow, or it runs out of charges (12). If the word 
  “stop” is uttered in elvish, the wand stops.
  TREASURE: Other than the wand (which, if retrieved, 
  can be used as a normal wand of magic missiles with any 
  remaining charges), the room contains various materials 
  used in the creation of magical items, among which the 
  most immediately valuable are three small gold bars (100GP 
  each) and five polished Lapis Lazuli (blue) stones worth 
  20GP each.
   
  9. High Security Corridor
  DOOR: The door to this corridor is a solid slab of 
  reinforced steel with a large spoked handwheel in the center. 
  It is virtually indestructible (unless effects like Disintegrate are 
  employed). The handwheel has a keyhole in its center. It is 
  locked and will not turn unless the correct key is used first 
  (or the lock is picked or otherwise opened). The key to this 
  door (the large angular iron key) can be found in room 5a.
  The corridor ends in two similar steel doors, both locked 
  as well. The key opening these doors (the large rusty iron 
  key) is in possession of the broken golem.
  
  16
  MONSTER: The corridor is blocked by an ancient, 
  damaged but still functional stone golem. It is missing the 
  right arm, left leg, and head. The large rusty iron key hangs 
  from  a chain around its waist. The golem’s instructions are 
  to defend the passage against intruders and to open the 
  doors for the masters of the dungeon. If any of the players 
  is wearing outfits taken from the wizards’ rooms, the golem 
  might mistake them for the wizards themselves. Strong acting 
  on the character’s part could help the misunderstanding. If 
  in doubt, use a Reaction roll.
  Ancient Golem [AC 3; HD 4 (16 hp); MV 12m (3m); 
  #AT 1; D 1d8; Save D4; ML 12; AL N.]
  9a. Teleport Circle
  This empty, cylindrical room’s defining trait is a large 
  glowing magical circle etched in the floor. A magic-user 
  could identify it as a stable teleport circle, leading someplace 
  far away. Rolling below his Intelligence on a d20 will reveal 
  further information: the passage goes both ways.
  TELEPORT: The circle leads away from the dungeon, to 
  some other location controlled, in ancient times, by the 
  Selenian Conclave. This could well be another dungeon, if 
  the GM has any prepared, or any other location of the GM’s 
  choice. If the GM doesn’t wish to connect this dungeon 
  to any other adventure, the circle could lead to just an 
  empty basement of a ruined mage’s tower on a remote 
  mountaintop, effectively a dead end.
  SECRET: A secret passage concealed in the wall leads 
  to room 8a.
  9b. Strongbox Vault
  In this room lie the broken remains of another golem. The 
  northern wall has five strongboxes embedded in it. Each 
  has a combination lock with 4 number wheels. Where 
  needed, generate the combination randomly with 4d10. 
  A thief’s lockpicking will find the correct combination on 
  one wheel at a time. Breaking the strongboxes requires 
  inhuman strength, or more clever methods.
  Strongbox #1 is open, empty.
  Strongbox #2 is open, contains a ragged scroll of Magic 
  Missile covered in dust.
  Strongbox #3 is closed but not locked. Contains a large 
  gearwheel and a flywheel, both made of Lunasteel. (this can 
  be used to reactivate the Moon Portal in room 19)
  Strongbox #4 is closed and locked. Contains a 1000GP 
  diamond.
  Strongbox #5 is closed and locked. Contains a silver 
  scroll case (50GP) with the following scrolls: Charm Person, 
  Hold Portal, Shield, Sleep, Knock, Locate Object.
   
  Dungeon Second Level
  The second level of the dungeon is similar in general 
  traits to the first, save that most of it is already dimly lit by 
  magical effects.
  10. Magic Circle
  The external wall of this round corridor is engraved 
  with a silver-glowing line adorned by arcane runes spelling 
  magical words of binding, travel, connection and artifice. 
  Stairs go up to various points of the first level, and doors 
  open on the opposite wall, equally spaced all around. 
  Seriously damaging (with considerable effort, such as 
  destroying a large chunk of the external wall) or dispelling 
  part of this magic circle would affect the magical proprieties 
  of rooms 11, 12, 13 and 14 in unpredictable ways.
  11. 1st Gate Rune
  A large magical circle glows silver white, engraved in 
  the floor of this otherwise vacant room. A magical rune 
  meaning “Gate” lies in its center, 3m wide. Anyone touching 
  that rune will be teleported to room 13. The transition is so 
  instantaneous that it just appears as if the person suddenly 
  vanished.  To the teleported person, rather, it would look 
  like everyone else has disappeared. Rooms 11 and 13 
  are essentially mirrored versions of each other, impossible 
  to tell apart unless one of the two is marked in some way 
  by the PCs.
  12. Earth Rune
  A large magical circle similar to room 11. The rune here 
  means “Earth”. This circle is meant to be the gate’s anchor 
  point. All planar and interdimensional travel is impossible 
  in this room. An Ethereal character would be brought back 
  to the material world upon entering this room. Teleport 
  spells are always 100% accurate when targeting this room. 
  Gravity is 25% stronger here.
   
  
  17
  13. 2nd Gate Rune
  This room is identical and specular to room 11. Anyone 
  touching the rune in this room is teleported to room 11.
  14. Moon Rune
  A large magical circle similar to room 11. The rune here 
  means “Moon”. Any creature (or item) affected by the phase 
  of the moon (like lycanthropy or such) suffers any related 
  effect, as if it was every phase of the moon at once.  Any 
  sort of magic related to the moon is likewise augmented here.
  MONSTER: A hideous moonbeast (see random encounter 
  table for a description) lies in the center of the room, upon 
  the rune. It is easily roused, trapped here by dimensional 
  currents, and cruelly hungry. 
  [AC 6; HD 3 (15 hp); MV 36m (12m); #AT 2 claws; 
  D 1d6; Save F3; ML 9; AL C]. The creature will evaporate 
  upon death.
  TREASURE: A 500GP star ruby lies on the ground next 
  to the beast, covered in dust concealing its splendor.
   
  15, 16, 17, 18. Connecting Corridors
  These passages have had their walls etched with magical 
  lines and characters to complete the sorcerous circle. They 
  are empty save for dust and some small amount of crumbled 
  debris.
   
  19. Moon Portal Machine
  This square room houses an intricate pillar of arcane 
  machinery, reaching all the way into the ceiling, and here 
  numerous power lines from the surrounding magical circle 
  converge, humming with energy. Though dust-ridden, the 
  machine is clearly complete and undamaged, crafted from a 
  nigh-indestructible silvery metal (Lunasteel). However, some 
  easily-accessible parts have been clearly removed, as if to 
  prevent an accidental activation: A gearwheel, an axle, a 
  transmission chain, a lever and a flywheel, all made from 
  Lunasteel. These parts are found scattered about level 1 of 
  the Dungeon, and upon assembling them here and pulling 
  the lever, the Portal activates. The Gearwheel and Flywheel 
  are both in Strongbox #3 in room 9b (Strongbox Vault). The 
  Axle is in the drawer of the desk in room 8a (Enchanter’s 
  Abode). The Transmission Chain is in room 5a (Engineer’s 
  Laboratory). The Lever is hidden in the webs within the third 
  closet of room 6b (Aranea’s Lockers).
  ACTIVATION: If the portal is properly assembled (all 
  missing parts are fairly easy to place correctly) and the 
  lever is pulled, the machine is put in motions. Clanking and 
  clinking and groaning and roaring, it deploys the Moon 
  Portal upstairs at location 2a. 
   
  20. Activated Moon Portal
  NOTE: This is how location 2a would appear after the 
  Moon Portal’s activation. The machinery has risen from 
  the floor, splitting the stone dais open in four quarters that 
  have been slid and rotated away to make space for an 
  elaborate, arch-like contraption of Lunasteel. Gems and 
  magical runes glow all across its surface.The archway itself 
  is occupied by a humanlike golem made of white stone. A 
  band of Lunasteel encircles its head, and a polished, fist-
  sized Moonstone (Silver-blue) is set upon its brow, glowing 
  with arcane power.
  MONSTER: The golem, known as the Guardian, comes 
  to life upon detecting other creatures in the room. It has a 
  rudimentary intelligence and the ability to speak Common. 
  It has been instructed to protect the Portal and the Moonlight 
  Keystone (the magic gem on its brow, which acts as a 
  power source for both himself and the machine), and to 
  obey the orders of the Selenian Conclave. The Guardian 
  is not automatically hostile. His reactions will depend on 
  the player’s actions and appearances. He could consider 
  them intruders, guests of the Conclave, or their emissaries. 
  He could even mistake them for the wizards themselves. He 
  can definitely be tricked into believing that, but it should not 
  be a simple feat.  The Guardian knows that the Moon Portal 
  experiment failed and that the Conclave left this Dungeon for 
  a new location, where they would try a different approach. 
  Whether he knows anything more (the location thereof, for 
  example) is the GM’s call.
  If attacked, or if he feels threatened by intruders, he 
  fights using the following profile:
  [AC 3; HD 5 (23 hp); MV 36m (12m); #AT 2 fists or 
  1 beam; D 1d8; Save F8; ML 12; AL N].  Beam attack: 
  Can use 3/day. Fired from forehead gemstone. Strikes a 
  single character, who takes 2d6 damage and is blinded 
  for 1 Turn (save vs. Dragon’s Breath to halve damage and 
  avoid blindness).
  The Moonstone on its brow is called the “Moonlight 
  Keystone”. It’s its power source. It’s indestructible, but if 
  knocked out of its slot, the Guardian will be deactivated. 
  Hitting it is AC 0 and requires a single attack to deal at 
  least 4 points of damage. It cannot be targeted by spells, 
  and damage that is insufficient to pry the stone loose is not 
  counted as damage against the Guardian’s HP.
  TREASURE: The Moonlight Keystone’s worth as a simple 
  gem is 2,500GP, but it also has magical proprieties (see 
  below).
   
  
  18
  Epilogue
  If the players have defeated or driven off the orcs and 
  saved the prisoners, the villagers uphold their end of the 
  bargain and reward the party with 2,000GP. The GM might 
  want to convert part of that sum in goods if he wants to 
  visit an extra complication on the players: tools, agricultural 
  produce, crafts, or farm animals are good examples.
   
  If the party has failed to rescue even one of the five 
  hostages, the villagers will insist that the extra 1,000GP of 
  reward were only intended for the successful rescue of all 
  hostages. It is up to the players to haggle on the reward if 
  they want to.
   
  Whether the villagers were supposed to have their stolen 
  goods back or whether they belonged to the party by right 
  of conquest was never determined (unless the party brought 
  it up on their own earlier). The villagers will of  course lay 
  claim to a good part of the loot. A Reaction roll might help 
  determine just how honest or dishonest they’re willing to 
  be with those claims.
   
  Once the Dungeon is cleared, it could draw the interest 
  of wizards and researchers, if news of it comes to their 
  ears. This is likely to happen if the party manages to sell or 
  otherwise circulate the papers and documents found therein. 
  Some sages might want to start an in-depth investigation into 
  the history of the Selenian Conclave, why their experiment 
  failed, and the true nature of the Moon. The party has a 
  good chance of getting involved in such affairs, especially 
  if it is motivated by curiosity or knowledge, or if they intend 
  to also attempt to reach the Moon and obtain something 
  that was once lost.
   
  This works particularly well if “finding something long 
  lost” is already a motivation or an objective for the party 
  due to other reasons (for example, searching for a forgotten 
  weapon to defeat a nigh-invulnerable archenemy, or for 
  clues or the map to a great treasure, etc).
  Lunasteel
  Lunasteel is a new metal created by the wizards of the 
  Selenian Conclave. It is the metal they used to create the 
  Moon Portal, and it is attuned to the mystical energies of 
  the moon. Treat Lunasteel as silver for its effects on creatures 
  sensible to it. 
   
  Lunasteel is silver-white, cold to the touch, very light and 
  extremely robust. Its weight is roughly that of aluminum, but 
  is half again as strong as steel and with a slightly lower 
  melting point. However, it doesn’t hold edges well, and 
  under enough force it cracks rather than flex. It is unsuited 
  to use in weapons. The Conclave used it only for making 
  magical machinery mystically attuned to the Moon.
   
  Lunasteel can only be created by a mix of metalworking, 
  alchemy and magic. The Conclave knew the formula, and 
  inventive parties who delve deep into their notes and 
  documents might be able to recreate it, but it would require 
  a well-furnished laboratory and some rather expensive trial 
  and error.  There is obviously no market for Lunasteel items 
  save as strange curios, with the exceptions of specific smiths 
  and scholars of the art of metalworking, who might pay 
  well for samples, and even better for the original formula.
   
  The Moonlight Keystone
  Beyond the value of this item as a large Moonstone 
  gem, the keystone is a source of magical power. This power, 
  however, is not designed to be used directly. The Moonlight 
  Keystone could be used by a magic-user or cleric as an 
  ingredient to craft a magical item. The only way to channel 
  the power of the Moonlight Keystone is through Lunasteel, 
  so this item should be at least partially made from this metal. 
  The Guardian and the Moon Portal are good examples 
  of what the Moonlight Keystone could be used for: large, 
  complex magical wonders that require a constant source 
  of power to operate. Finally, the Moonlight Keystone could 
  prove useful to the party in case they decide to follow the 
  traces left by the Selenian Conclave to track down their 
  following attempt to reach the Moon.
  
  19
  DUNGEON OF THE 
  SELENIAN CONCLAVE
  MAPS
  LEVEL 1
  
  20
  LEVEL 2
  
  DUNGEON OF THE 
  SELENIAN CONCLAVE
  A wizardly laboratory holding secrets of advanced 
  magic and technology, and the research to reach a 
  place, where no one was ever supposed to go.
  OSR Compatible
  DISCOVER MORE ADVENTURES AT WWW.DUNGEONEER-GAMES.IT
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Dungeon of the Selenian Conclave.pdf