TEXT: ~
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  Official Dungeon
  Aid Approved For
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  3Jullgt5 <&uilll
  By
  Treasure Maps II
  DANIEL
  HAUFFE & RUDY
  KRAFT
  
  Table of Contents
  Page
  Temple Lair of the Uzardmen
  3
  Temple Lair of the Uzardmen Players Map......•............................3
  Temple Lair of the Uzardmen Judges Maps
  5, 8
  Demon Temple of Thoth
  10
  Demon Temple of Thoth Players Map...........••......•..................11
  Demon Temple of Thoth Judges Map ............•......................... 13
  Dragonspate Geyser
  18
  Dragonspate Map.............•...............•........................20
  Vampires Castle......................•................................24
  Castle Floor Plans
  31, 33, 34
  Vampires Castle Players Map
  48
  Shifting Stones ..................................•....................38
  Shifting Stones Map
  39
  Tomb of A1bascor...............................................•.....42
  Map of Tomb .................•. :
  43
  •
  Designed and Written by Dan Hauffe and Rudy Kraft .~
  Cover by Bob Hadley
  Artwork by Kevin Siembieda
  2
  •
  Copyright © 1980 by Judges Guild, Incorporated, R. R. 8, Box 9,1221 N.
  Sunnyside Road, Decatur, Illinois 62522. AU rights reserved. This book is
  an adventure designed and officially approved for use with Dungeons &:
  Dragons tm by Tactical Studies Rules, Inc., Lake Geneva, Wisconsin. The
  contents of this book may need' to be changed by the individual Judge to
  suit the campaign he or she moderates. No similarity between any of the
  names of characters, persons, and/or institutions in this publication with
  those of any living or dead person or institution is intended, and any such
  similarity which may exist is purely coincidental. Printed in the United
  States of America.
  
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  Lair of the Lizardmen
  This dungeon is located on Campaign Map 2 in Hex 3610, in the Artiop Mud Flats. The old temple
  referred to in the treasure map has been discovered by a band of Lizardmen constructing a lair. The Lizard-
  men have adopted the temple's god as their own, and the temple is once again the scene of religious rites.
  Much of the temple shown on the treasure map has disappeared, and only that shown on the Level 3 map
  remains.
  Once the players have found the treasure map (wherever the Judge has located it), discovering the
  location of the town of Vandain will be their next task. This should be difficult, as the town has been aban-
  doned for many years. A good Sage specializing in Geography should be able to give them at least a general
  area where the town was located.
  Immediately upon entering the general area of the temple, the players will begin hearing rumors of
  Lizardmen raids on Gem caravans, bounties for Lizardmen hides, and fmally, rumors that the abandoned
  town of Vandain is the center of the Lizardmen's operations. The players will then be contacted by leaders
  of area, and additional information offered if the players agree to wipe out the Lizardmen.
  After having given the players a copy of Map 2 (or at least reading it to them), they board the boat
  that is to take them upstream. Travel to the deserted town will take 4 - 5 hours. The Lizardmen Watchmen
  in Building 3 will note the passage of the boat, but no attack will ensue due to everyone being occupied by
  the High Holy Ritual of Death. The boat crew will suggest landing north of the town in an area hidden by
  the high ground. They will then push on, agreeing to return in six hours.
  The party can reach Building 5 by a concealed route, having to cross only one section of open ground
  where the Lizardmen might see them (15% chance of being seen per person). The Lizardmen are not ex-
  pecting an attack as the only person to escape from their lair was hit by a spear while swimming in the river,
  and was presumed killed.
  There is a 10% chance per round spent moving around in the village that one of the Lizardmen will
  hear a noise and come searching with a Crocodile. There is a 75% chance he will fmd the party as there are
  few places to hide. No alarm will be sounded unless actual intruders are discovered due to a reluctance to
  interrupt the ceremonies. The Crocodiles wander anyway, and there is a 15% chance per building entered
  by the party that a Crocodile will already be there.
  Obviously, these creatures will cooperate i(atlacked. If an alarm is sounded, it will take some time
  for news from the surface to reach the lower levels (and vice versa), and a reaction to take place. The Hrst
  troops to 'arrive on the sunace from the temple area will arrive 12 - 22 rounds after the alarm is sounded.
  Quick Reaction Forces (Room 6) will begin arriving on the surface in 2 - 5 rounds after alarm,
  Unless otherwise noted, all Lizardmen are armed with Swords. If you prefer, you may allow them to
  use their claws and teeth instead, giving them three Attacks, Damage: ID2{1 D2{1 08.
  I)
  Decrepit Boathouse: The wood is very rotten, and there is (30 - AC) % chance of falling through the
  floor into the water 6 feet below. Water is 8 feet deep, with 2 feet of mud on the bottom. (30 - AC)%
  chance to become stuck. Inside is the remains of a small fishing boat (non-usable), some old rags and
  rusted Hshing equipment.
  2)
  Crocodile Pool: 40 feet in diameter, with a 5 feet wide channel running to the river. Six Giant Croco-
  diles: AC: 5, HD: 6, HP: 20,22, 24,32,38, Attacks: 2, Bite: 4D6{Tail: 304. These Creatures serve
  as both guards and pets for the Lizardmen. The pool is 8 feet deep at the center, and the bottom is
  thick mud, covered with bones and debris.
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  Two Lizardmen Watchmen spend more time playing with the Crocodiles than watching the river;
  AC: 5, HD: 2 + I, HP: 14,9. Their building is 60% intact, and they keep a good supply of food for
  their pets in the intact rooms.
  4)
  The old Inn is 90% intact, with all four walls and roof still solid. There is a (15 . AC) % chance of
  falling through one of the weak spots in the floor. Much of the old furniture still remains, and if
  anyone cares to search, the old cashbox can be found under one of the rotten spots in the floor,
  contalning 51 GP and 35 SP.
  5)
  An old House, 65% intact. The windows on the intact walls are securely boarded, providing a spot
  well hidden from the Watchmen in Building 3. The floor is fairly intact, and there is a well hidden
  trapdoor leading to a winding set of stairs leading to Room 20.
  5
  
  6
  6)
  Guardroom I: The Quick Reaction Force housed here responds to intruder alerts and passing barges
  spotted by the Watchmen in time. Five Uzardmen: AC: 5, HD: 2 + I, HP: 15,13,9,6,6. They are
  angry because they are not allowed to attend the sacrifice and are quite busy rolling some bones in
  the northeast corner, even though it is strictly prohibited. They are surprised on a I - 3. Scattered
  about on the floor are 23 GP, 74 SP, and 12 Gems worth 10 GP each.
  7)
  A 4 foot tall statue of a scaled Humanoid with large wings and a batlike face stands in the center of
  the room, adorned with many swamp plants. 24 CPs are scattered about the feet of the thing, and
  searching through the weeds strewn on the floor will yield three 20 GP Gems.
  8)
  Storage rooms for supplies and plundered goods. Most of the loot except for money and gems is stored
  here. Barrels of Oil, Ale; and Wine, Foodstuffs, fme Oothing, Ooth, six cases of Spices, a crate of
  fme Hourglasses, eight small Marble Figurines, a matched set of eight Throwing Knives, Reams of
  Paper, and dozens of other various items. Total value: 7,560 GP.
  9 - 10)
  Uving Quarters for Non-Military Personnel: 25 beds, various Uzardmen personnal belongings.
  Various hidden caches, composed mostly of small Gems and a few coins. Total in the room: 740 GP
  value. It will take from 9 - 12 rounds of searching to find it all.
  11- 12) Warrior Uving Quarters: 20 bunks per room. 2 Uzardmen Guards are left here as punishment, but
  are quite busy drinking and swapping lies in Room II; AC: 5, HD: 2 + I, HP: 14,5. Several flagons
  of bad Wine and 35 GP between the two. Five hidden caches, each having I - 4 Gems worth 10 GP
  each, one in six worth 50 GP.
  13)
  Guardroom 2: Secondary Reaction Force also serves as Honorary Temple Guards, so most of the
  occupants are in the temple. Five are left to grumble about the unfairness of it all; AC: 5, HD: 2 + I,
  HP: 12, 8, 7, 5,4.20 bunks, eight Gems at 10 GP each, two Gems at 50 GP each, and 1 Gem at
  100 GP.
  
  14)
  15)
  16)
  17)
  18)
  Antechamber to the Throne Room: It is empty except for several benches woven of reeds along the
  walls.
  Throne Room: The Throne is made of mud and moss on a 5 feet high dias. There are six large (250
  GP) Gems set into the Throne. The floors are woven mats, and a huge (12 ft x 10 ft) Tapestry de-
  picting a crowned Uzardman standing in a pile of Human bodies with a bloody sword in his hand
  hangs behind the Throne.
  King's Room: The room is filled with luxurious (for a Lizardman) items, including an ornate bed
  and a wardrobe of the best clothes, if you happen to be into Uzardman fashions. The floor is matted
  and the King keeps many of his trophies (Human heads) mounted on the walls. Several of his favorite
  weapons are also on the walls, including two Spears and a two-handed Sword.
  Treasury: There are four poisonous Snakes hidden in various places about the room, mostly in the
  treasure and under the woven mats that comprise the floor; AC: 4, HD: 3, HP: 11,14,12,7, Bite:
  I - 8 and Poison (Class 4, 16 Hit Points, half if Saving Throw is made). 1200 GP, 6100 SP, 4900 CP,
  30 Gems at 10 GP each, 14 Gems at 50 GP each, 14 Gems at 100 GP each, 5 Gems at 500 GP each,
  three Jeweled Goblets at 100 GP each, 26 Rings at 20 GP each, and a 3 feet high statue of the god
  which animates if touched: AC: 0, HD: 8, HP: 41 Two Attacks with Claws, I -10 each.
  Prisoner Holding Area: Three Guards, in full ceremonial dress, AC: 5, HD: 2 + I, HP: 14,8,6, guard
  two prisoners. Cell A contains Meercancium, a portly merchant, blubbering in fear, AC 9, HD: I,
  HP: 2. In Cell B is an Elven Fighter who was one of the guards of the caravans, AC: 9, HD: 4,
  HP: 21. Both are unarmed. On the Guards: six 10 GP Gems, three 50 GP Gems, 24 GP, and two
  ornate Swords, worth 75 GP each.
  7
  
  19)
  Cleric's Living Quarters: Standard Lizardman living area, quite simple, with several small statues of
  the god. One is gold-plated, worth 250 GP, but if anyone comes within 2 feet of it, it causes them
  to glow with a brilliant white light until they retreat outside the 2 feet radius. In a hidden hole in the
  floor is a pouch with seven Gems at 50 GP each. Two Darts fIre as an 8 HD monster at anyone lifting
  the bag out of its hole, each poisoned, Class 3, 12 Hit Points unless Saving Throw is made, which
  results in half damage.
  20)
  Secret Watchpost: Several sets of eyeholes permit seeing into the temple itself, with the black tapes-
  tries (see Room 22) slighly hindering sight. Most details, described in Room 22, can still be made out.
  21)
  Ancient Escape Route: In the center of the floor is an 8 feet diameter well, covered by a large stone
  cap attached to a lifting mechanism. There is a stone pedestal next to it with a lever in the top.
  Pushing the lever towards the well causes the cap to be raised, exposing the underwater tunnel leading
  to the river, and flooding the room and eventually the entire complex if the doors are left open. The
  doors are airtight, and prevent water from flowing into the room if they are closed. Pulling the lever
  away from the well does nothing if the cap is down but if it is up, a 10 second delay mechanism
  operates, followed by the closing of the cap.
  8
  
  22)
  Temple: 44 Lizardmen are gathered for the Rituals of Death. They sit in curved stone pews facing a
  10 feet high raised stone platform with a bas-relief of the god in the wall above it. The reliefis 4 feet
  wide by 5 feet high, and depicts a Humanoid with a scaled body and large bat1ike wings and face. On
  the platform are the Lizardman Cleric: AC: 5, HD: 6, HP: 18, Mace; the Lizardman Leader/King:
  AC: 2 (+2 Shield), HD: 8, HP: 39, Sword; and a Sacrifice chained to a large stone altar. Two large
  (3 feet diameter) braziers stand at the ends of the platform. The walls of the room are covered with
  black draperies set 2 feet out from the wall, allowing limited vision into the room from behind them,
  but preventing anyone in the room from seeing someone behind them. As the party watches, the
  Cleric will tear out the heart of the victim chained to the altar, and place it in the mouth of the bas-
  relief figure. A second prisoner being held at the bottom of the broad stairs leading up to the plat-
  form by two of the twelve Guards (noted by Xs on the map) will then be dragged to the top of the
  stairs, and the process repeated after twenty minutes of ritual. Guards: AC: 5, HD: 2 + I, HP: 10,
  II, 14,8,9,6,9,6, 8, 10,8,8, Spears and Swords. If a melee erupts, most of the non-guards will
  flee or cower until rallied by their leader. I - 6 will listen to their leader's orders per round and join
  the fray, and 2 - 12 will immediately rush to their leader's aid if he is ever personally attacked. If the
  King is killed, morale automatically breaks and only I - 6 Warriors will remain to fight, the rest run-
  ning out of the room to hide in various parts of the temple. If the fight appears to be going badly for
  the Lizardmen, the Cleric will utter a command word and clouds of thick black smoke will begin to
  pour forth from the braziers, obscuring the platform in one round, and fIlling the entire room in four
  rounds. The Cleric will use the cover of this smoke to retreat through the secret door on the platform
  and run to Room 21, where he will exit the complex, flooding it as he leaves.
  Upon closer examination, the mouth of the bas-relief figure will prove to be a 6 inch diameter
  hole sloping down, with many layers of dried blood, as well as fresh blood from today's ritual. Very
  careful examination will reveal a catch which allows the entire relief to swing out from the wall,
  revealing a 4 ft x 5 ft x 5 ft area behind it. On the floor are the remains of hundred of old dried
  hearts, as well as several dozen fresher ones, five 1000 GP Gems, three 100 GP Gems, two 50 GP
  Gems, two pieces of Jewelry worth 30,000 GP total, 4600 GP, 91.00 SP, a +2 Dagger, Potion of Fire
  Resistance, Potion of Extra-Healing, and a Ring of Mammal Control.
  Clerical Spells: Cure Light Wounds x 2, Hold Person x 2. Prayer. Cure Disease (Reverse). Cure
  Serious Wounds x 2, Raise Dead (Reverse) x 2.
  9
  
  The Demon Temple of Thoth
  Rumors
  Fthilal, Priest of Thoth
  10
  CHAR
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  II
  12
  Fthilal
  Anyone living within eight hexes of the temple will have a 75% chance of having heard one of the
  following rumors:
  (T)
  indicates that the rumor is True.
  (F)
  indicates that the rumor is False.
  Fthilal is a 9th level Priest of Thoth who lives in a small hut approximately 15 miles away from the
  temple. He has lived there for nearly 10 years, ever since he located the ruins near the temple. He knows
  that there is a Temple of Thoth nearby but he has never been able to fmd it. Every party which passes
  through this area has a 50% chance of being spotted by Fthilal who will make contact if the party looks
  friendly. Fthilal will ask for assistance in fmding and reconsecrating the temple (of course. he will not ask
  for such help from parties which have evil members).
  The Demon Temple of Thoth is located in Hex 2317 of Wilderlands Map 3. The cavelike entrance to
  the temple proper is located high up on the slopes of the "Glow-Worm Steppes". At the base of the slope is
  the ruins of a large village or small town. Back in the days when the temple was active only the Highest and
  Holiest of the Priests were allowed to live in the temple itself. The worshippers and Lower Priests lived in
  the now ruined village.
  The temple is in its current unfortunate state because of the activities of the last High Priest. In his
  quest for knowledge, he stepped over the line and began practicing Demonology. He was able to keep his
  activities secret from the Lesser Priests for quite a while but eventually they surprised him in the midst of
  one of his experiments. When confronted with the foulness of his acts, the High Priest flipped out com-
  pletely. He conjured all the Demons he could and sent them after the other Priests. Before long, every
  Priest in the temple was dead (including the High Priest) and eight Demons were free on the material plane.
  Four of those Demons soon left for places unknown while the remaining Demons decided to hang out in
  the now desecrated temple.
  In the 24 years since then, the Demons of the temple have roamed over much of this part of the
  planet, killing and looting as they went. But they always returned to their lair in the Temple of Thoth.
  Spells: Cure Light Wounds, Cure Light Wounds, Detect Evil. Hold Person, Speak with Animals, Silence 15'
  Radius, Cure Disease. Continual Light, Prayer, Cure Serious Wounds, Neutralize Poison, Raise Dead, Com-
  mune. Magic Items: +2 Mace, +1 Shield, +1 Plate Armor, Potion of Extra Healing.
  I)
  There is a cave in the ridge which used to be a temple worshiping Thoth. (T)
  2)
  A large Green Dragon lives in this area. (F)
  3)
  Everyone is afraid to go anywhere near the ruins. (T)
  4)
  The last High Priest of Thoth in this area was excommunicated for studying Demonology. (T)
  5)
  A large group of Bandits used to make their lair in the ruins. (F)
  6)
  There have been many unexplained disappearances in this area in the last 20 odd years. (T)
  
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  Finding The Temple
  The Temple of Thoth is located in a hidden cave on the slope above the ruins. It is not possible to
  see the entrance to the cave from the ruins (or from the "Glow-Worm Steppes" above the ruins). The only
  way to find the cave is to conduct a thorough search of the slope. This will not be too difficult to accom-
  plish but it will be time consuming. Furthermore, it will not be possible to ride hor.;es or other animals
  willie searching the slope. In fact, it will be difficult to ride any animal on the slope at any time.
  The Demons
  A total of four Demons (a Type III, a Type II, and two Type I) currently live within the former
  Temple of Thoth. Usually all four Demons will be at home and there will always be at least one present
  (25% chance of ID3 Demons not at home).
  In general, the Demons do not walk from place to place within the temple but instead use their
  Teleport Without Error power to get around. As a result, the Demons will not be encountered in any parti-
  cular room or rooms. Instead, there is a 15% chance of encountering 104 Demons in each room the party
  enter.;. If the party goes through every room in the place without meeting all fOUI Demons it is assumed
  that the unfound Demon(s) teleported from a room they had not yet searched to one they had already
  searched. Also note that the fact that the party has already searched a room does not affect the chances of
  a Demon being present in that room later.
  The Demons get along well with each other and will generally come to each other's aid when attacked.
  (In fact, one of their magic items makes it 100% likely that they will know when one of their number
  needs help - see below.) The Demons will also take advantage of their knowledge of the temple's layout to
  teleport to places where they can ambush an attacking party.
  Type III: AC: -4, HD: 10, HP: 53, Damage: two Pincher.;: 2D6/2D6/two Horns: 103/1D3/Bite: 106. Spe-
  cial Abilities: Fear (as wand), Levitate, Pyrotecnics, Polymorph Self, Telekinese - 4000 Gold Piece Weight,
  Darkness iO' Radius, Gate (30% chance of succesS - roll on 104 for Type I - IV). Magic Resistance: 60%.
  Type II: AC: -2, HD: 9, HP: 46, Damage: two Gaws: 103/103/Bite: 404. Special Abilities: Darkness
  i5' Radius, Fear (as wand), Levitate, Detect invisible Objects, Telekinese - 3000 Gold Piece Weight, Gate
  (20% chance of success - other Type II only). Magic Resistance: 55%.
  Type I: AC: 0, HO: 8, HP: 26,33, Damage: two Gaws: 104/104/two Talons: 108/108/Bite: 106. Special
  Abilities: Darkness 5' Radius, Detect invisible Objects, Telekinese - 2000 Gold Piece Weight, Gate (10%
  chance of success - other Type I only). Magic Resistance: 50%.
  The following are those types of Demons which could easily be Gated in by the resident Demons.
  Their basic statistics are provided as a time saver. Their special power.; should be looked up above (for
  Types I, II, and In) or in EIdritch Wizardry.
  .
  Type I: AC: 0, HD: 8, HP: 30,33,28, Damage: 104/104/108/108/106.
  Type II: AC: -2, HD: 9, HP: 44, 36, 47, Damage: 103/103/4D4.
  Type III: AC: -4, HO: 10, HP: 66,62,53, Damage: 2D6/2D6/103/103/106.
  Type IV: AC: -I, HO: 7 (10), HP: 43,44,38, Damage: 104+2/104+2/204+2.
  12
  
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  Talismans of Dangers
  Each of the four Demons inhabiting this place own and wear one of these Talismen. The Talismen
  allow unlimited (in range) emergency communication between the wearers. That is, at any time one of the
  wearers can notify all of the other wearers of an emergency. The amount of infonnation which can be
  transmitted through the use of the Talismen is very limited, however. Only the name of the being claiming
  the emergency and the fact that there is an emergency may be communicated. The type and location of the
  emergency is not revealed. This item is particularly useful to the Demons as they usually know generally
  where each of the others is so they can teleport in to help without any great difficulty.
  Room Descriptions
  Rooms I, 2, 3, and 4 are what is left of the once extensive natural caverns in this area. When the Te-
  pie of Thoth was built, the passage leading to the main cavern (Room 5) was modified (as were the caverns
  beyond it) to fonn the smooth and symetrical spaces that the temple required.
  I)
  2)
  3)
  14
  In this room is a Medusa chained to the wall. She faces the room's entrance so that anyone who en-
  ters the room unawares will have a very good chance (80%) of meeting her gaze. The Medusa's name
  is Weeta. She has been imprisoned here by the Demons. The Demons feed her each day (teleporting
  in with their backs turned) and remove the stone statues of any fools caught in this trap. Weeta is not
  at all pleased to be held here and she would love to get a chance to revenge herself on the Demons.
  As a result, when she hears parties approaching she will yell to them to stay out of her room. If the
  party halts, she will attempt to convince them that it would be to their advantage to release her to
  help with the attack on the Demons. She will not reveal that she is a Medusa until the party reaches
  an agreement with her. Should the party insist upon entering with their eyes open they will suffer
  the consequences but if they reach an agreement with her, she will advise them to close their eyes
  and she will guide them to her. Her anger is directed at the Demons and she will not act contrary to
  the party's interest as long as the party is opposing the Demons. If the Demons have been defeated,
  her actions will depend upon the treatment she has been given, but she will depart at the earliest
  opportunity. Her Statistics: AC: 8, 00: 4, HP: 15 Damage: By Weapon givenher/Gaze Turns to
  Stone.
  The floors and walls of this room are entirely covered by Grey Ooze. There are a total of four of
  them: AC: 8, HD: 3, HP: 17,14,13,12, Damage: 208.
  This area is inhabited by two Cave Bears. They are pennitted to live here because they are not threat
  to the Demons but serve as additional defenses against intruders. They have been conditioned to
  avoid all areas of the cave and temple except their own (and the exit, of course). In general, they will
  attack anyone they encounter when in their lair but will usually be peacable if left alone elsewhere.
  AC: 6,00: 6 + 6, HP: 32,30, Damage: two Claws: ID8/ID8/Bite: IdI2/Hug: 208 (if both claws
  hit).
  
  4)
  This room contains a Lurker Above. It will attack whenever there are three or more heat sources in
  the room (heat sources are living beings, torches and lanterns, etc). AC: 6, HD: 10, HP: 43, Damage:
  ID6 +Smother in ID4 + I rounds.
  --------------------- ._- ----
  5)
  This is the area of the caverns where the rock begins to smooth and change from its previous jagged
  surface and grey color to the smooth white of the temple. There is a large pile of jumbled rubble
  (boulders, hunks of metal, etc.) here which makes it very difficult to get by. It is possible for normal
  size Humans but it will slow them down. This will mainly come into effect when characters are
  fleeing from the Demons.
  The rest of the rooms are part of the Temple Proper. The walls are (unless otherwise mentioned)
  all very smooth and white. Most of them are painted. Each room the characters enter will have a
  I5% chance of having ID4 Demons.
  6)
  This is the outer Chapel of Thoth. The western third of the room's walls show many worshippers of
  Thoth walking east. The central third shows worshippers praying to a Thoth like figure (one on
  each side of the room) and the eastern third show worshippers heading east again. The room is
  littered with broken furniture (mostly stone but some metal and wood).
  7)
  This section of corridor has walls painted with the images of worshippers of Thoth heading east into
  the large Chapel (Room 8). Along the walls of the two side corridors are paintings of Priests of Thoth
  as well as lay scholars heading north and south respectively.
  8)
  This is the large, main Chapel of Thoth. It was in here that most of the major worship services were
  held. The walls of this room are painted with the images of hundreds of Thoth Worshippers praying.
  In the center of the room a large pentacle is drawn on the floor. The pentacle is not complete
  (that is, there is a gap in it). It was because of this small gap that the Demons were able to escape the
  control of their summoner.
  15
  
  16
  9)
  This is the Demons' Treasure Room. The walls of this room were originally painted but the heat (see
  Room 10) has burnt the paint beyond recognition.
  The Demons' treasure consists of the following: 8000 SP, 16000 GP, three Jewels ~orth 1400,
  3000, and 5000 GP respectively, Potion of Human Control, Potion of lnvulnerability, a Neutral
  Good aligned Dancing Sword: INT: 10, EGP: 12, with Detect Traps, Detect Sloping Passages, See
  lnvisible, and it can speak Common, Black Dragon and its Alignment language, a Scroll with four
  spells: Delayed Blast Fireball. Limited Wish, Control Weather, and Dimension Door.
  10)
  Room Ten refers to the wedge of solid warm lava which blocks the corridors between Room 9 and
  Rooms 21 and II. It is not known how the Demons were able to cause such a thing to appear but it
  is clear that they did bring it here to protect their treasure room. The lava glows a dim orange and it
  is still very hot to the touch, 2D6 damage. It's presence poses no problems to the Demons which can
  safely teleport beyond it. However, others must either Passwall through it or Dimension Door blind
  into the room beyond (counting on the symetry of the room to direct them). In any case breaking a
  hole in the lava will not work but it will destroy any tools used in the attempt.
  II)
  The walls of this roo~ are badly defaced by heat and deliberate scratching away of their paint. In the
  center of the room is a pile of broken white stone amidst a pile of ashes.
  12)
  The walls of this room are painted with scenes of Thoth exploring and sailing on an ocean. In the
  center of the room is a statue of Thoth in which he is dressed in sailing clothes.
  13)
  The walls of this room are covered with book shelves which are mostly empty. There are 20D6 books
  still here and each of these books would be worth 50 Gold Pieces to a Sage or to an employer of a
  Sage. In the center of the room is a statue of Thoth reading.
  14)
  The paintings on the walls of this room show Thoth exploring a cave or a dungeon. The statue in
  the center of this room has been reduced to rubble. The only portion of it which remains intact is a
  hand and arm holding a torch.
  
  15)
  This room shows Thoth flying through the air in a variety of different ways (Le. broom, carpet,
  mounted on Dragon, etc.). In the center of the room is a pile of rubble which was once a statue.
  16)
  The paintings in this room show Thoth as an Alchemist doing a variety of experiments. This room
  contains neither a statue nor a pile of rubble. There are deep scratches in the floor where a heavy
  object might have been dragged. The scratches lead toward Room 7.
  17)
  The walls of this room show Thoth working with trees and plants. There is a statue of Thoth planting
  a small shrub in the center of the room.
  18)
  The walls of this room show Thoth fighting off demons of every shape and size. The statue in the
  center of the room shows Thoth anned and lookingextremely menacing. There are a few book shelves
  on the walls and on them are a total of 54 books dealing with Demonology. To a Sage interested in
  studying that topic, the books are worth 150 Gold Pieces each.
  19)
  Here Thoth is shown studying animals both wild and domestic. The statue shows him holding a cat
  in one ann while a dog lays at his feet.
  20)
  On the walls of this room Thoth is shown fighting Dragons of various types (all evil). The statue in
  the center is nothing more than a pile of broken rubble.
  21)
  The walls of this room are all black with soot. The floor is covered with a layer of fme ash and in the
  place of the statue is a large pile of ash.
  17
  
  Dragonspate Geyser
  Dragonspate Geyser, located in Hex 0826 of Wilderlands Map 8, received its name from the Red
  Dragon who occupied the tunnels under the mountain next to it some 150 yea,rs ago. After a reign of fire
  and terror, the Dragon sealed itself into these caverns, and the Geyser soon ceased to function. Miarseld,
  some 25 miles east of the Geyser was rebuilt, and life slowly returned to normal.
  Three years ago, however, the Geyser erupted anew, and deep rumbles were heard from far below the
  mountain. It soon became obvious that something had reawakened the Dragon.
  The information in Greentafnis' message is essentially correct. Three years ago he and a group of his
  friends ventured into the tunnels beneath Dragonspate Mountain, and were wiped out after awakening the
  Dragon. His map case was found by the Geyser Pool by a wandering Druid, and has passed through several
  other sets of hands before reaching the players.
  The story of the Dragon is well known in the area, but the cause of his reawakening is the source of
  wild rumors and stories. Finding a guide to take the players to the area could be a considerable problem,
  and a good deal of money will be needed to convince someone to lead the party to the Geyser Pool.
  The Geyser Pool mentioned on the map of Greentafnis lies at the foot of Dragonspate Mountain. It
  is a small pool, about 50 feet by 40 feet. The water is warm, although not hot, and the pool is quite clear.
  Not visible from the surface is the tunnel about 12 feet below the surface. The tunnel is about 8 feet in
  diameter, and its surface is primarily stone, with some mud and silt mixed in. About half a minute's swim in
  is Room I.
  Each turn there is a 5% chance that the Geyser will spout. If it does while somone is in the water,
  they will take from 3 - 18 points of damage. If someone is standing next to the pool, damage will be from
  I - 8. No Saving Throw is possible.
  Upon entering each room of the upper level, there is a percentage chance that part of the floor will
  collapse. These are listed with the description of each room. If the floor collapses, one person will fall
  through, landing on the lower level at the spot indicated by the room's !lumber with a circle around it.
  Damage 3 - 18 unless a saving throw of under that person's Dexterity is made, in which case only half
  . dl\Illage is taken. Note: Room I does not have any percentage listed with it. There is a 5% chance only if
  the Dragon Breathes under the room, and if this happens, 90% of the floor will collapse.
  I)
  When the players pop up in this room, they will be in the center of a 32 feet by 25 feet pool. The
  pool is about 15 feet deep at the center, with steep stoney sides. The tunnel leading in is 6 feet below
  the surface of the pool. The body of Greeneyes lies to the west of the pool, sitting up with his back
  against the wall. He still holds the Dragon's Eye, a large white round stone about 6 inches in diameter
  (worth about 2000 GP as a curiosity piece). The party immediately hears the Dragon roaring beneath
  them, constantly moving about. There is a 5% chance per tum that the Dragon will Breath under-
  neath the pool, boiling the water and filling the room with scalding steam (2 - 20 damage, no Saving
  Throw - this is what powers the Geyser). To clear the blockage at the tunnel out will require 3 - 18
  turns minus the number of people working on it, with a minimum of three turns. There is a 10%
  chance of additional collapse once the path is cleared.
  2)
  A pool of boiling mud gives off noxious fumes (make Saving Throw vs. Poison or leave immediately).
  In the pool is a Boiling Mud Monster: AC: 3, HD: 4, HP: 16, Hurls boiling mud for 2 - 12. Only
  blunt weapons do damage. One of the blobs of thrown mud will contain a fiery red Gem worth
  200 GP, which turns to powder when it cools (12 turns), revealing an intricately carved ring worth
  800 GP. 15% chance of floor collapse.
  18
  
  TO WHOMEVER SHALL FIND THIS MESSAGE
  My companions and I have made a terrible error. and paid for it. We chanced up-
  on information about a tunnel from the pool. at Dragonspate Geyser to tunnels beneath
  the mountain where it was rumored that a Dragons Hoard lay. It is but a short swim
  underwater, perhaps a minute. Once inside the bowels of the mountain, we soon found a
  shaft leading deeper, which we climbed down. A low tunnelled us into a room filled
  with ancient bones. stacked to my knees. Cruel Fate soon led us to the worm's hoard. of
  whtch we had one swife glance ere we smelled his fiery breath. We ran, going aimlessly
  until we came upon a chamber where my friends determined to make a stand. A hope-
  less battle. but better than running until the inevitable. My friends got in but two swift
  blows before being engulfed in flame. but one appeared to knock out the Doomfire's
  left eye, which rolled straight to where I stood. I picked it up (I know not why) and ran
  once more, stumbling into the Room of Bones. The Beast spotted me before I was able
  to enter the low tunnel and his fire has done me a fatal blow. I was able to crawl up the
  shaft, and stumble back to the large pool, but one of the tunnels collapsed totally be-
  hind me, and the doorway to the room I had been in is now also closed. I hear the mon-
  ster thrashing about below me, cursing me, my companions, my race, and the Fate
  which led us here. His desire for his eye (which I have found to be nothing more than a
  large stone) seems greater than his desire for his treasure, as he has offered to trade se-
  veral times during his various rages. Ifanyone would wish to try, they are welcome, and
  they are also fools.
  I am placing this paper in my map case, sealing it, and throwing it into the water
  in hopes that my companions and I are not totally forgotten by the world.
  Greentafnis Greeneyes
  't
  To Gey.r Pool
  ,
  ,.
  '
  ----------..,
  Path of
  Upper Are.
  our Doom
  Wonns Hoard
  Room of Bon. l.-._-~
  19
  
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  3)
  Hundreds of small brown mushrooms grow out of the floor and walls. Anyone chewing on one, or
  even sniffing one, automatically (no Saving Throw) begins to hallucinate for 7 - 12 rounds, believing
  that he is a fire-breathing Dragon. 10% chance of floor collapse.
  4)
  A small deep pool of clear, hot water in the southwest corner acts as Healing Potion as long as it
  remains hot. It will heal I - 8 Hit Points but unfortunately, it also does I - 8 Hit Points of Heat damage
  to the throat of the person drinking it. If ever allowed to cool down, it becomes ordinary water. 5%
  chance of floor collapse.
  5)
  An 8 inch diameter shaft near the east wall leads down 25 feet, where it becomes a horizontal tunnel
  of 4 feet in height. The ceiling slopes down, reaching 2 feet in height at the point it enters Room 10.
  Before the party reaches the shaft, they will see a small mouse sitting on a ledge about 4 feet off the
  floor. The mouse has just drunk from a small pool of water which confers the ability to Breath Fire
  (3 - 18 Hit Points), and' the mouse will demonstrate to the first person entering the room by letting
  them have a full blast of fire before disappearing into a small hole in the wall. The pool has the
  equivalent of one wineskin of the liquid (three uses). If the pool is emptied, it will refill in six weeks.
  10% ch.ance of floor collapse.
  6)
  This chamber appears to be empty, but a careful search will yield a small metal box hidden in a cre-
  vice. In the box is an ancient leather bound book, quite dry and brittle, with apparently blank pages.
  Read Magic will reveal the story of the manufacture of the Dragon's Eye for a Gold Dragon, and its
  theft by Brashfear. The book apparently belonged to one of the adventurers whose bones cover the
  floor of Room 10. 5% chance of floor collapse.
  7)
  A very dry wooden chest sits on top of a large stone along the north wall. The chest is locked, but
  the lock is easily broken. In it is a one inch diameter clear sphere, worth perhaps 150 GP, which
  reacts positively to a Detect Magic, but does absolutely nothing. 5% chance of floor collapse.
  21
  
  8)
  A dessicated corpse sits against the south wall, its legs caught beneath a large stone which obviously
  fell out of the ceiling. The bony hands are clutched on the hilt of a +2 Red Dragon Slaying Sword,
  and the man's Wraith will do everything in its power to ensure that it remains there. Wraith: AC: 3,
  HD: 4, HP: 21, Damage: 106 and one Level Drain; only magic weapons hit. The Wraith will not leave
  the room under any circumstances, or attack anyone who does not threaten it or the Sword. 5%
  chance of floor collapse.
  Lower Level
  The Dragon
  Due to the size of the remaining openings in the Lower Level, the Dragon is confined to Rooms
  9 - 13 and the corridors connecting them. He is in a frenzy about the theft of the Dragon's Eye (the object
  . Greeneyes mentions he picked up), and with good reason. When placed in his eye socket, it acts as a Gem of
  Seeing. He is therefore wandering aimlessly (and angrily) about the lower areas searching for the escaped
  adventurer. He wishes the Eye back badly enough to negotiate for the return of it. However, being Chaotic
  Evil, he would not be loathe to break an agreement immediately after gaining possession of the Eye.
  The Dragon's name is Brashfear: AC: 2, HD: 10, HP: 60, Align: CE, Damage: Bite: 2010; Fire
  Breathe: 9" x 3" cone, 60 Hit Points of damage (Saving Throw applicable). He speaks Common, and Red
  Dragon. He does not use magic.
  Once the party reaches the lower caverns, roll a 012 to determine the Dragon's location. Redice each
  time the party enters another room or corridor and each turn spent in Room 13. If a I or the area the party
  is entering is indicated, the party has found the Dragon, and vice versa. The party should be told that the
  Dragon is close if he is in an adjacent area, otherwise the echoes confuse the sound too much to accurately
  determine where he is.
  Dragon Location
  012
  I) Behind Party
  2) Room 13
  3) Room 12
  4) Room II
  5) Room 10
  6) Room 9
  7) Corridor 9 - 10
  8) Corridor 9 - 12
  9) Corridor 9 - 13
  10) Corridor 10 - II
  II) Corridor II - 12
  12) Corridor 12 - 13
  There is no chance of floor collapse while on the lower level.
  9)
  A small (15 feet across) pool of hot water occupies the center of the floor. It is very clear and the
  bottom is well lit by a Glowstone. At the"bottom (25 feet down) is an illusionary Mermaid beckoning
  characlers in. Save vs. Magic or jump in head fIrSt. Water does I - 12 Heat damage per round, plus the
  possibility of drowning.
  22
  
  10)
  Room of Bones. The floor is covered to mid-thigh with ancient yellow bones of adventurers who
  came after the Dragon years ago. The Armor and Weapons are of archaic make and 80% are broken
  beyond repair, although some might make interesting museum pieces. There is a single path through
  the bones,leading from entrance to entrance, about as wide as a Dragon.
  II)
  This cavern is barren, with a floor of fme sand. Buried about 8 inches down in the sand is an empty
  vial, which if exposed to extreme heat will f1ll with Fire Resistance Potion. It is cracked, so the fluid
  begins to leak out immediately and completely disappears in I - 3 rounds.
  12)
  Several sets of blackened bones are scattered about. The smell indicates the fight was recent. The
  bones are strewn about in great disarray, and give some evidence of having been stomped on. Several
  shattered Swords, broken and melted Armor, and other general debris are also strewn about. There is
  nothing usable left in the room, all having been broken or taken to the Hoard Room.
  13)
  Dragon's Hoard Room. A sulphorous smell hangs over everything, and the airis fairly stifling. Mounds
  of coins (mostly Coppers) have been kicked about severely during the Dragon's recent rages. The
  urns of Gold Pieces and chests of Silver Pieces have been left untouched as the Dragon hates to see
  them strewn about. Total: 140,000 CP; 57,000 SP; 24,011 GP; 77 Gems worth 12,000 GP total;
  four pieces of Jewelry worth 1100 GP total; Potion of Extra-Healing; +2 Chainmail; twelve +1
  arrows; and Gauntlets of Fumbling.
  
  Introduction to Vampire's Castle
  The Vampire's Castle, formerly the Castle Potunda, is located in Hex 4523 of Wilderlands Map 12
  (Isle of the Blest). The Castle was built over 250 years ago by the fIrst Lord of Potunda. It remained the
  family stronghold through 15 Lords of Potunda until 25 years ago. Strose Minana, the aeric of the last
  Lord of Potunda, was angered by his recent reduction in status following the arrival of another Cleric.
  Seeking revenge, he sought out a Vampire and made a pact with him. Together, they slipped into the Castle
  one night and silently murdered most of the Potunda family and the aeric who had replaced Strose. With
  the more powerful residents of the Castle dead, the Vampire revealed himself and wiped out the Garrison
  by driving them out of the Castle into the maws of a large pack of wolves which Rallingsbain (the Vampire)
  had summoned. Not one member of the Castle Garrison or inhabitants survived that blood-filled night.
  Since that night, Rallingsbain and Strose have occupied the Castle in an uneasy alliance. Strose pro-
  tects the castle during the hours of light, and RaUingsbain rules the night, along with three other Vampires
  which have came under his control.
  The Treasure map was made by a member of the Garrison who had been discharged three days before
  Strose's return. He was staying at an inn in the nearby town of Abject when the Lord's troops failed to
  show up to collect the taxes. Two groups of messengers dispatched to the Castle failed to return, and the
  ex-soldier left the area. Several years later, he drew up the map and sold it to a group of adventurers who
  later lost it to thieves.
  Any person within eight hexes of the Castle Potunda has a 25% chance of learning some rumor about
  it. Those within four hexes automaticaUy know one rumor. Anyone knowing a rumor will be able to direct
  the party to the Castle.
  I)
  The Lord of Potunda ruled the entire area up until the disappearance of his entire family 25 years ago.
  2)
  There is an unusually high number of Wolves in the hills surrounding the castle.
  3)
  The Barrony of Potunda used to be one of the richest on the island (F).
  4)
  A large Red Dragon wiped out the Garrison and now occupies the Castle (F).
  5)
  The aeric Strose Minana has been seen recently,looking just as he did 25 years ago.
  6)
  There are rue-breathing frogs living in the area (F).
  7)
  Villagers frequently disappear during the night.
  8)
  Everyone in the area is afraid of the Castle and whatever lives there.
  9)
  People brave enough to get near the Castle have seen no one manning the walls.
  10)
  A Dwarven Thief went through the area on his way to the Castle several weeks ago.
  Certain personalities are not located on the map, but are met as encounters. Others are located on the
  map, but can also be encountered. Their details are listed below:
  "Fingers" Brandos
  Dwarf
  Class
  Align
  LVL
  UP
  AC
  SL
  STR
  INT
  WIS
  CON
  DEX
  CHAR
  WPN
  TH
  N
  9
  21
  9
  5
  13
  10
  12
  17
  9
  11
  None
  Skills: Pick Locks 80%; Remove Traps 85%; Pick Pocket 75%; Move Silently 80%; Hide in Shadows 70%;
  Hear Noise I • 4; Falling 5%. "Fingers" tried to work his way into the Castle one night and was caught by
  Rallingsbain, who Charmed him. The Vampire keeps the Dwarf alive because of his ability to set traps. The
  Dwarf is normaUy found in Room 18, although it is possible to encounter him during the night. If the
  Charm is broken, "Fingers" will join the party in order to recover his goods (which are noted separately in
  the treasury in Room 57), although he would not be adverse to doing some pickpocketing among the party.
  He is always carrying his picks and tools, but no weapons.
  24
  
  Strose Minana
  CL
  LE
  8
  38
  -2
  6
  14
  12
  14
  12
  16
  II
  None
  J
  Spells: 1st Level: Cause Light Wounds. Detect Magic; 2nd Level: Hold Person. Speak With Animals; 3rd
  Level: Cause Disease, Prayer; 4th Level: Protection/Good /0' Radius, Cause Serious Wounds; 5th Level:
  Finger of Death. Dispel Good. Strose owns the following magical items: Staff of Striking (141 charges); +2
  Plate Armor, +2 Shield.
  Lesser Vampires
  The Vampires are listed here in case they are met in a random encounter. If they do not meet and
  they do not respond to an alert, they will be found in the rooms indicated after their name where further
  details can also be found.
  Vecron (Room 50) - Male Vampire, AC: 2, HD: 8, HP: 45, Damage: IDlO plus 2 Level Drain. He hates
  aerics, and highly susceptable to garlic.
  Korla (Room 53) - Female Vampire, AC: 2, HD: 7, HP: 33, Damage: IDlO plus 2 Level Drain. She hates
  Elves, can summon Invisible Stalker.
  Quirtes (Room 56) - Female Vampire, AC: 2, HD: 7, HP: 35, Damage: IDlO plus 2 Level Drain. She is a
  4th level Magic User, friend of Strose, favorite of Rallingsbain. Spells: 1st Level: Sleep x 2. Hold Portal,
  Magic Missile; 2nd Level:'Web, ESP.
  R llin b'
  a
  gs am
  Rallingsbain (Room 57) - Male Vampire, AC: I, HD: 9, HP: 50, Damage: IOlO plus 2 Level Drain. He has
  9th Level Magic User abilities, a Ring of Djinn Summoning, +1 Ring of Protection. Spells: 1st Level: Sleep,
  Magic Missile x 3; 2nd Level: Mirror Image, Web. ESP; 3rd Level: Haste, Dispel Magic. Hold Person; 4th
  Level: Confusion. Polymorph Other; 5th Level: Cloud Kill.
  During the day the Vampire resides hidden way deep in the Castle's dungeon (Room 57) but during
  the night he can be found roaming the Castle and the countryside. The Vampire has explored and is familar
  with every area of the Castle. In particular, he is aware of the chimneys and uses them as secret passages
  while in gaseous form. The Vampire created the other three Vampires which live here and they are under
  his control (as are the large number of Wolves, Rats, and Bats found in the area).
  Intruders
  If an intruder is determined to be in the Castle, the response will be immediate (although the actual
  response will depend on whether the intrusion occurs during the day or the night). A daytime intrusion will
  be responded to by the Cleric and the Wolves, Rats and Bats. They will make hit and run attacks on the
  lower levels of the Castle and then withdraw upward to the higher floors hoping to draw the intruders after
  them. If this fails, they will make a determined attack only if the intruders fmd their way to the lower
  level of the dungeon. In any case, the primary goal of the aerie will be to stall the intruders until nightfall
  and he will do so in any way which seems practical (including negotiating with them).
  A nighttime invasion will be handled in a completely different manner. Once the party is located,
  a few Zombies will be sent against it to determine if there is a aerie in the party. If so, an attempt will be
  made to disable the aerie first (perhaps by a Charm spell or a Finger ofDeath, if both of them fail, a Web
  spell will do as a temporary measure). Once the Geric is out of action, the Vampires will all attack at once
  (usually with several of the Wolves) while in Wolf form. If the battle begins to go badly, they will imme-
  diately retreat and reform for another attack later. They will continue to harass invaders in this fashion un-
  til they are defeated or until it is a couple of hours until dawn. If hostile forces are still in the Castle by
  then, the Vampires will retreat out of the Castle and spend the next day in the emergency coffins they have
  secreted in the nearby hills. They will return the next night with a large force of Wolves and if the intruders
  are still in the Castle, they will harass them all night once again.
  2S
  
  Vampire Encounter Table
  Night
  Oay
  Strose + 1D6 Zombies
  1D6 Wolves
  406 Rats
  1D6 Bats
  206 Zombies
  206'Skeletons
  I)
  Rallingsbain + 1D3 Lesser Vampires
  2)
  1D3 Lesser Vampires
  3)
  206 Wolves •
  4)
  406 Rats·
  5)
  The Dwarf
  6)
  306 Bats •
  7)
  206 Zombies
  8)
  206 Skeletons
  I)
  2)
  3)
  4)
  5)
  6)
  • One will immediately report Intruders to Master while the others stay and fight.
  Vampire Castle
  I)
  Entrance Area: The floors and walls are covered with dirt and there are animal footprint (Wolves) on
  the floor. Hanging from the ceiling are several small bells which will ring in the breeze created by
  opening either door.
  2)
  Same as Number One.
  3)
  Large open Great Hall: The floor is covered with several old and moldy furs. In the northeast comer
  of the room is a fireplace filled with ashes. Its chimney leads upward and opens onto additional
  fireplaces on the second, fourth and sixth floors. In the northeast comer of the room is a spiral
  staircase which leads up and down. 204 Wolves will be found in this room 75% of the time: AC: 6,
  HD: 2, HP: 5, 12,9, II, 11,7,12,10, Damage: 106.
  26
  
  4)
  Guard Room: Several Weapons and Shields are found on the waUs. Each Weapon has a 50% chance of
  having rusted beyond usefulness. Four Zombies (wearing Chainmail) waits here with orders to attack
  anything which enters the room. AC: 5, HO: I, HP: 4, 8, 6, 2, Damage: 108.
  5)
  Off Duty Guard Room: The fireplace in the southeast comer is filled with ashes and its chimney
  leads upward and opens onto additional fireplaces on floors two. three and five. The floor is covered
  with some loose material which if examined closely will be found to be tattered and rotted pieces of
  cloth. The trap door leading down is weU concealed.
  6)
  Hallway: The haUway is very dirty and smelling: 204 Wolves (the same ones as in Room 3) will be
  found here 20% of the time.
  7)
  Empty Room.
  8)
  Empty Room.
  9)
  Rat Room: The floor of this room is covered with piles of rotting straw. A large number of Giant Rats
  live in this room. They will attack any intruders unless prevented from doing so by the orders of a
  Vampire or the aerie. 206 Rats wiU be found here at aU times: AC: 6. 00: ~, HP: 2.4,2,2,4,2,4.
  1,3,4. I, I, Damage: 103. The Rats have accumulated a little bit of treasure which they keep be-
  neath the straw: 14 CP, 28 SP. 31 GP.
  10)
  Same as Room One.
  7:7
  
  11 )
  J2)
  13)
  14)
  IS)
  16)
  28
  Indoor Practice Room: This room was originally intended as the Weapons Practice room for use in
  bad weather. As none of the present residents of the Castle have-any need for practice, it is normally
  unoccupied. However, there is a 25% chance of an encounter while in this room.
  Servants Room: This is the room where the servants lived and slept while off duty. Presently it is
  unoccupied (although there is a 15% chance of an encounter occuring in this room). The fireplace in
  the room's northeast comer has been cleaned since it was last used so there are no ashes remaining
  in it. A careful examination of the floor will reveal the presence of several large blood stains and se-
  veral bone fragments.
  Empty Room: The fireplace in the southeast comer of this room is filled with ashes. Lying on the
  floor I\ear the fireplace is the skeleton of a small cl!ild. A closer look will show that the skeleton has
  been cut cleanly in half. Hidden among the ashes in the fireplace are two Gems each worth 500
  Gold Pieces. There is a 15% chance of an encounter in this room.
  Empty Room: This room stinks as its floor is covered with Wolf droppings. There is a 50% chance of
  encountering ID6 Wolves in this room: AC: 6, HD: 2, HP: 10,6,5,7,6,8, Damage: 106.
  Outer Lord's Room: Originally this was the room where the Human Lord of the Castle allowed his
  pen;onal Body Guard to sleep and live. The floor was covered with luxurious furs and blankets. The
  remains of these fun; and blankets still remain as piles of moldy stinking cloth scattered about the
  room. Frequently (50% of the time) 206 Giant Rats can be found here: AC: 6, HD: ~, HP: 2,2,3,
  2,4,3,4, I, 1,3,3,4, Damage: 103. In addition, there is a 15% chance of a random encounter.
  Lord's Antechamber: This room was used by the lord as a private meeting/counsel chamber. It is now
  completely empty except for some loose ruble on the floor. The east wall of the room contains a
  6 inch hole which was one part of a secret compartment but is now nothing but a visible hole. There
  is a 10% chance of an encounter in this room.
  
  17)
  The Lord's Chamber: Formerly, the sleeping chambers oft!)e Lord of the Castle, the room now con-
  tains a Carrion Crawler: AC: 3/7, HD: 3 + I, HP: 16, eight Attacks, Saving Throw versus Paralyzation
  or paralyzed, imprisoned here by the Vampire. It is fed on an irregular basis whenever the Vampires
  have a victim's body which they decide not to make into a Zombie. Occasionally it is released at the
  request of Strose Minana to clean up the Castle. This does not happen too often though because the
  Castle will have to get pretty bad before the Vampires will listen to Strose's complaints.
  The chimney in the room's northeast comer has a small crack in it large enough to allow the
  passage of a gaseous Vampire.
  18)
  The Dwarfs Room: This room is complete empty except for four large metal stakes pounded into
  the floor and a large and soft fur rug stretched out between them. Usually, the Dwarven Thief, Aak
  Nook, will also be found here (for game purposes, assume that the Dwarf will be here if he has not
  already been encountered elsewhere). If Aak Nook is freed, he will behave as described elsewhere.
  This room is kept extremely clean as the Vampires do not want Aak Nook to catch a disease and die
  on them as they find his trap setting ability very useful. There is a 5% chance of an encounter here
  during the day and a 50% chance of one during the night.
  19)
  Storage Room: This is the room in which the Vampires have stored the more commonplace loot
  from their victims. It is filled with Weapons, Shields, Armor, Oothes, Rope, Food Containers, and
  assorted other equipment. None of this stuff is magical and under no circumstances will any anti-
  Vampire equipment (stakes, mirrors, crosses, etc.) be found here. There is a 35% chance of 2D4
  Giant Rats being here: AC: 6, HD: ~,HP: 3,4,2,3,2,2, I, I, Damage: ID3.
  20)
  21 )
  Third Floor Corridor: This corridor is kept cluttered with all sorts of debris (bones, broken furniture,
  Wolf droppings, etc.). Because of this debris, it is nearly impossible to transverse this corridor silently
  (-55% chance). Just outside the door to Room 18 is a tripwire trap. Each person has a 40% chance of
  setting off the trap and the person who sets off the trap will be hit by a (formerly) invisible bucket
  of acid for 4D6 damage. There is a 35% chance of a random encounter in this corridor (and the in-
  habitants of the Castle all know how to avoid the trap).
  Fourth Floor Corridor: This corridor is debris free as Strose Minana is able to at least keep his area
  clean. A trap dumping rubble (4D6) on the person stepping on a pressure plate in floor, 30% chance
  per person. There is a 30% chance of an encounter while in the corridor, doubled if someone sets off
  the trap.
  29
  
  22)
  23)
  24)
  Cleric's Private Room: The room is very clean and neat. Several book shelves line the walls, fIlled
  with works on Theology and History. Several incense candles and other religious paraphenalia rest on
  the small wooden table in the center of the room. A small compartment.in the east wall near the
  chimney contain five Jewels worth 3000 GP, 2 x 1000 GP, 1200 GP, 900 GP and a Potion of longe-
  vity which is labled as a Potion of Smell Dampening. 30% chance of encountering the Cleric if not
  previously encountered.
  Cleric's Writing Room: This room is well kept neat and clean. A large fire burns in the northeast cor-
  ner on cool days and at night. Two minor works on Vampires rest on a large desk, along with several
  documents written by Strose concerning the takeover of the Castle. He intends to write up the entire
  history of the area as there is little else to do these days. 20% chance of encountering the Cleric here
  if not previously encountered.
  Cleric's Sleeping Chamber: A very large bed which once belonged to the Master of the Castle. Several
  sets of Clerical Vestments as well as more mundane garments are hung around the room. 20% chance
  ofencountering the Cleric here if not previously encountered. Triple chances at night.
  2S - 29) Towers: Each level of each Tower has a Zombie: AC: 8, HD: I, HP: 3,4,3,2,3, 1,2,3,6,2,4.
  The Zombies act as Watchmen during the day, ringing a large gong each has if anything is spotted.
  At night, these Zombies break upinto two groups and patrol the Castle. The entrances are on levelS.
  30)
  Mustering Area for Wall Defense: Several weapon racks are mounted on the walls still partially filled
  with weapons. Otherwise, the room is quite empty. 20% chance of an encounter.
  31)
  Guard Room: Several old bunks and empty weapon racks, dust and debris are all that remains in
  this room. The inhabitants of the Castle come here only when inspecting the wall defenses, which is
  very rarely. 10% chance of encounter.
  30
  
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  32)
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  33)
  Wall Walk: Various large rocks are scattered about the floor. These are tossed onto any unwanted vi-
  sitors. Zombies: AC: 8, HD: I, HP: 3, 4, 8,6, man the walls, one on each wall. The Zombies will be
  joined by those in the Towers if any open attack is made.
  34 - 39) Guest Quarters: These have been sealed since the takeover as the inhabitants have no use for them.
  Various items belonging to the former owners. Everything is covered with a thick layer of dust.
  40)
  Corridor: The corridor is used much more than the rest of the level as Strose often wanders up to the
  higher areas. 10% chance of an encounter.
  ---------------------_._- --
  41 - 43) Towers: These Towers are similar to Towers 25 - 29. One Zombie per Tower level: AC: 8, HD: I,
  HP: 2,6,5,3,4,7,2, 1. 20% chance of an encounter.
  ---------------------------
  44 - 45) Empty Cleric's Quarters: These were used by the Cleric of Baron Potunda. Most of the religious
  items have been removed and destroyed, but two Gold Holy Symbols are still hidden in a secret com-
  partment in the drawer of his large desk. 5% chance of encounter.
  46)
  Chapel: Several sets of pews face an altar from which all Holy Symbols have been stripped. The room
  has been desecrated, and material has been strewn about. 15% chance of an encounter.
  32
  
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  34
  Crypts
  I'"
  
  47)
  Tower Top: Strose's favorite watchpost. 25% chance of encountering him here.
  The Tombs
  48)
  A Burial Crypt: An iron coffm rests on a stone bier. The aged body inside has not been disturbed.
  The body has a jeweled necklace worth 800 GP and a Ring with a small poisoned prickpin on the
  inner surface. Poison: aass 14, HP: 16, ~ if Saving Throw made.
  49)
  Burial Crypt 2: Another iron coffm similar to that in Room 48. This crypt has been invaded by a
  .Yellow Mold. The body has no jewelry, only a Gold-chased Sword with a 500 GP gem in the hilt.
  50)
  Burial Crypt 3: The original body in the crypt has been removed and the room has been taken over
  by one of the Vampires subservient to Rallingsbain. Vecron: Male Vampire, AC: 2, HD: 8, HP: 45,
  Damage: 1010 plus 2 Level Drain. Vecron 'is especially susceptable to garlic buds, and if any should
  touch his flesh, he goes gaseous for 206 turns, but will follow the party in this form, reforming as
  soon as possible and attacking from behind with Clerics as primary targets. Vecron harbors an espe-
  cially deep hatred for aerics at all times and just barely tolerates Strose.
  51)
  Crypt 4: An iron coffin on a stone bier as in the other crypts, but in this coffm is a Zombie: AC: 8,
  HD: I, HP: I, Damage: 108, dressed up to resemble a Vampire. Two of his teeth have been fIled to
  resemble fangs, and he will attempt to bite the neck of anyone who opens the lid. The Vampires
  hope that any attacker will be convinced that they have slain one of the four real Vampires.
  52)
  Crypt 5: This crypt exhibits evidence of a recent fue as the Vampires encountered a Green Slime in
  here and had to send the Zombies in to fry it. The body which used to be in here has been destroyed,
  and the coffin and bier were damaged. Nothing of value is left in the room except 120 GP worth of
  melted Gold.
  35
  
  53)
  Crypt 6: Yet another iron coffm on a stone bier. This one is occupied by Korla: Female Vampire
  (Charisma 14), AC: 2, lID: 7, HP: 31, Damage: 1010 plus 2 Level Drain. Korla hates Elves, and will
  forsake any other targets to attack an Elf. She gains a +2 Hit Probability versus them due to her rage,
  and she will make no attempt to Charm one. Korla also keeps six very large Wolves in her room to
  protect her while sleeping. Wolves: AC: 6, HD: 2, HP: 14, 12, II, 13, 8, 9, Damage: 106. In her
  coffm, Korla keeps five 500 GP Gems, which when placed at the points of a pentagram, can be used
  to summon an Invisible Stalker, the process taking two turns, and resulting in a I in 6 chance of the
  Gems shattering.
  54)
  Crypt 7: There are three stone biers set out from the east and west walls. Four bodies remain, as the
  Vampires have had the Dwarf set a trap and the bodies are the bait. If anyone moves toward or moves
  any of the bodies, a thick slab of stone slides down outside the door, sealing it. A loud alarm will be
  set off and the Vampires and Cleric will assemble before the door accompanied by many Wolves and
  Zombies. It will take 206 rounds for the force to assemble during the day, twice that at night.
  55)
  Crypt 8: Another trap set by the Dwarf. This one dumping rubble on the first person entering the
  room for 606 HP of damage. The bodies and biers are arranged as in Room 54 - a few pieces of
  jewelry worth 900 GP total are prominently displayed on the rearmost bodies, acting as bait for
  greedy adven·turers.
  56)
  Crypt 9: This crypt is much like the others except that the stone bier is marble with many small
  figures carved into the sides. The coffin sitting on top of it is laced with Gold worth 1300 GP. Inside
  is Quirtes: Female Vampire, AC: 2, HD: 7, HP: 35, Damage: 1010 plus 2 Level Drain. Quirtes is a
  4th Level Magic User; Spells: 1st Level: Sleep x 2, Magic Missile, Hold Portal; 2nd Level: Web. ESP.
  Quirtes is very friendly with Strose and if any major attack develops will rush to aid him. She
  will be very upset at anyone who she sees strike at him. Quirtes is the favorite of Rallingsbain and if
  any trouble develops in this room, he will rush to her aid.
  36
  
  57)
  Rallingsbain's Crypt: Rallingsbain: Male Vampire, AC: I, HD: 9, HP: 50, Damage: 1010 plus 2 Level
  Drain. Rallingsbain has the abilities of a 9th Level Magic User and normally carries the following
  Spells: 1st Level: Sleep, Magic Missile x 3; 2nd Level: Mirror Image. Web. ESP; 3rd Level: Haste.
  Dispel Magic, Hold Person; 4th Level: Confusion. Polymorph Other; 5th Level: Cloud Kill. Rallings-
  bain owns the following items: Ring of Djinn Summoning (AC: 5, HD: 7 + I, HP: 35, Damage: 208),
  Ring of Protection +I.
  Rallingsbain has taken over the most ornate crypt. His coffin is actually the casket of Forgotten
  Hilika (see below). It rests on a very ornately carved marble bier. In a secondary iron coffin he stores
  the treasure garnered during his stay in the Castle: a set of Mithral (+2) Chainmail Annor is stuffed
  with 6000 GP; 61 Gems worth 8 x 10 GP, II x 50 GP, 34 x 100 GP, 8 x 500 GP fill the edges of the
  coffm. Thrown in top is a set of +2 Leather, a set of Elven Boots, and a +2 Neutral Sword with
  Charm Person ability once per day. The latter three belong to the Dwarven Thief held in Room 18.
  The stone bier on which the secondary coffm lies is hollow, and a poisoned (Class 5, HP: 25, Y2 if
  Saving Throw is made) secret catch allows it to open, revealing an additional 4000 GP, 16000 SP,
  three pieces of Jewelry worth 3000 each. In a secret compartment within the stone are two Potions·
  one of Human Control, the other of Frost Giant Strength, and a Oerical Scroll with four Spells:
  Quest, Dispel EI'il, Bless and Continual Light; and a Ring of Delusion (Water Breathing).
  The Casket of Forgotten Hilika
  This artifact is a very plain looking coffm made out of pale, grey stone. It is extremely cold to the
  touch. The casket is usable by anyone but the previous user must be destroyed before it will accept a new
  owner. Furthermore, it should be obvious that few creatures other than Vampires have any need for a top
  notch defensive coffm.
  The casket has the following powers:
  I)
  Anyone lying in it will get a premonition of danger (it should be clear how useful this can be to a
  sleeping Vampire).
  2)
  The user may become etherial twice a day (a good way to evade a wooden stake).
  3)
  Anyone who spends more than 12 hours in the coffm will become permanently Evil.
  Rallingsbain has covered the bottom of the casket with some of his native soil. However, the theft or
  loss of the soil will usually have no serious repercussions because Rallingsbain is a native of this area and
  can use the soil lying around outside just as well.
  37
  
  The Shifting Stones
  The Shifting Stones are located in five different places around the world (possible suggested locations
  are: Hex 1303 of Map 8; Hex 2803 of Map 3; Hex 1007 of Map 9; Hex 2221 of Map 10; and Hex 2731 of
  Map 11).
  The Stones appear as a double circle of dark Black Stone Monoliths. The exterior circle is fixed at
  each location while the interior circle teleports from one location to another - existing at only one place at
  anyone time.
  intelligent Beings living within IS miles of one of these locations will know of the existance of a
  strange group of standing stones and they will know that people have visited them and not returned. They
  will not know anything more because they are afraid to go anywhere near them.
  Treasure
  The treasure of the Shifting Stones is located in plain sight in the middle of the inner ring of stones.
  It teleports with the inner ring so it will never be found protected only by the outer stone ring.
  The treasure consists of the following: 40,000 Copper Pieces; 20,000 Silver Pieces; 15,000 Gold
  Pieces; 10 Jewelry (roll as needed) and 10 Gems (also roll as needed). The following magic items are also
  present: twelve +I Arrows, Crossbow of Accuracy, Ring of Spell Turning (really Delusion), +I Shield,
  Ring of Water Walking, and a Potion of-Fire Resistance.
  Functions of the Shifting Stones
  The Shifting Stones were built ages ago by some forgotten race. They wen: originally intended as an
  entertainment system. In the many years since then the Stones have become a trap for weaker beings
  foolish enough to approach them too closely.
  The Stones are very sturdy (they have to be to have survived this long) and it is next to impossible to
  damage them in any way. They are totally immune to magic cast by anyone below 25+ Level, and have a
  Saving Throw of 2 against any magic thrown by higher levels and powerful magic items (i.e. Artifacts,
  Sphere of Annihilation, etc.). Anyone attempting Teleport in or Wish themselves in, will suffer effects as
  Flying in, including teleportation to the Stone Arena if he survives. The stones can be in one of two modes:
  The Non-Functioning Mode (when only the outer ring is present) and the Functioning Mode (when both
  the inner and outer ring of stones are present). Each of these modes will be discussed separately.
  The Non-Functioning Mode
  When only the outer ring of stones is present Blue Lightning Bolts can be seen occasionally shooting
  from one stone. This will occur on an average of about once a minute.
  Anyone who attempts to enter the intetior of the circle will immediately be hit by a Lightning
  Bolt of 406 damage. They will be hit by one such Lightning Bolt for every melee turn they remain within
  the circle. Should anyone attempt to Fly into the center of the circle, the results will differ only in that
  the Lightning Bolt will be of 1006 damage.
  38
  
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  Our party ofMerchants had been travelling for__ days from the village (city) of--------
  when we came upon a double ring of standing stones. At their center stood another stone surrounded by a
  pile oftreasure large enough to make a Dragon envious.
  Unfortunately. the treasure was guarded by strange Lightning which flickers from one stone to a-
  nother. Our leader. Corza Meil. was a brave man and he entered the ring in an attempt to get the treasure.
  First he was hit by one Lightning Bolt and greviously wounded. Then he disappeared. We stood looking
  around and the treasure and all the stones ofthe interior ring vanished. A t that point. we fled.
  39
  
  The Functioning Mode
  If the inner circle of stones is present, the Shifting Stones work in a slightly different fashion. This
  procedure is best outlined as a series of discrete steps as follows:
  I)
  Being enters outer ring of stones.
  2)
  Being hit by 5D6 damage Lightning Bolt (12D6 if Flying).
  3)
  If the being is dead, all treasure (treasure is defined as all magic items, Gems, Jewelry, and Precious
  Metals) is removed from the body and placed with the other treasure inside the inner ring of stones.
  The being's body reappears just beyond the point at which he or she entered the circle.
  4)
  If the being survives the Lightning, he or she disappears, is healed completely back to health, and
  reappears at the Stone Arena.
  5)
  Upon arrival at the Stone Arena (a very large flat area the surface of which is made of smooth, but
  not slippery, stone), a random selection is made of which of the ten available opponents will be
  fought (Roll IDIO). If the roll indicates a spot which is currently empty due to the permanent death
  of the previous occupant, there will be no fight. Instead, the new arrival will take that spot and will
  remain there until on a subsequent occasion that number comes up.
  6)
  Prior to a fight, both parties will hear a voice (in their native tongue) speaking the following: "You
  are in the Arena of Stone. You must fight your opponent to the death. The Winner will be permitted
  to leave in peace while the Loser will be brought back to life to fight another day."
  7)
  Should both parties elect not to fight, they will remain there forever without tiring or getting hungry.
  There is no chance of escape.
  8)
  The Loser of the fight becomes (or remains) the appropriately numbered opponent for future battles.
  Losers are stripped of all treasure (it is added to that in the inner ring), and left with only one wea-
  pon (of their choice, but not magical). If a being loses four consecutive battles, he or she will not be
  brought back to life and an empty spot will occur (see Number 5 above).
  9)
  The Winner of the fight hears the same voice as in Number 6 saying, "Good work. You now have a
  choice. You may elect to depart in safety or you may choose to enter the inner ring of stones and
  gain some treasure. However, if you go for the treasure, you must fight once again before you may
  leave."
  10)
  If the being chooses treasure, he or she appears inside the inner circle and is permitted to gather as
  much treasure as he or she can carry.
  11)
  If the being chooses to escape, he or she appears outside a random outer ring of stone (not neces-
  sarily the same one as was originally entered).
  12)
  When a being has gathered all the treasure he or she intends to gather, he or she may depart by
  walking past the inner ring of stones.
  13)
  If the person has taken treasure which exceeds that which they had originally brought in plus one
  Jewel, three Gems, and two Magic Items (any amount of coinage is permitted), they will be pre-
  vented from successfully leaving with all of it. Instead, items of the appropriate type(s) will be ran-
  domly removed from their body and placed back in the treasure. After that the being is sent to the
  Stone Arena (see Number 5 above).
  It should be noted that those beings who have been trapped and assigned a number experience no passage
  of time in between appearances at the Stone Arena.
  40
  
  Prisoners of the Shifting Stones
  I)
  Bronze Dragon: (has lost one battle and will elect to escape) Align: LG, AC: 0, HD: 9, HP: 63,
  Damage: two Claws:
  104/Bite: ID4/Breath-Lightning: 63 Hit Points; Spell using and Talking.
  Spells: Sleep, Web, Haste, Charm Monster, Charm Person, Invisibility, Protection/Normal Missiles,
  Ice Storm.
  2)
  Umber Hulk: (has lost one battle and will elect to escape) AC: 2, HO: 8, HP: 41, Damage: two
  Claws: 2D6/Bite: 2D4/Gaze, Save versus Confusion.
  3)
  Will O'Wisp: (has lost one battle and will elect to escape) AC: -8, HD: 9, HP: 41, Damage: 2D6.
  4)
  Mind F1ayer: (has lost one battle and will elect to go for treasure) AC: 5, HD: 8 + 3, HP: 40, Da-
  mage: four Tentacles penetrate to brain in 104 melee turns plus Mind Blast.
  5)
  Stone Giant: (has lost one battle and will electto go for treasure) AC: 4, HO: 9, HP: 44, Damage: 3D6.
  6)
  Weretiger: (has lost one battle and will elect to escape) AC: 3', HO: 5, HP: 25, Damage: two Oaws:
  100/Bite: 1010; Special: Needs Silver or Magic Weapons to hit.
  7)
  Fighter: (has lost two battles and will elect to go for treasure)
  Class
  Align
  LYL
  HP
  AC
  SL
  STR
  INT
  WIS
  CON
  FTR
  CE
  7
  37
  3
  5
  16
  13
  II
  16
  Damage: 1010
  DEX
  CHAR
  WPN
  15
  4
  Two-
  Handed Sword
  8)
  Fighter: (has lost three battles and will elect to escape)
  FTR
  LG
  9
  61
  4
  7
  14
  Damage: 108
  9
  II
  13
  17
  15
  Broad-
  Sword
  This Fighter is very Lawful Good and he will only fight Evils. He will try to make peace with all
  others. This does, of course, put him at a disadvantage. If attacked without any talking, he will as-
  sume that he is fighting an Evil and will defend himself.
  • 9)
  Magic User: (has lost two battles and will elect to go for treasure)
  MU
  N
  6
  14
  9
  5
  8
  15
  13
  Damage: 104
  14
  12
  II
  Dagger
  Spells: Charm Person, Web, Haste,
  Sl~-ep, Read Magic, Mirror Image, Lightning Bolt, Magic Missile.
  10)
  Fighter: (has lost one battle and will elect to escape)
  FTR
  LE
  7
  37
  2
  5
  15
  Damage: ID8
  II
  8
  17
  15
  12
  Broad-
  Sword
  41
  
  Treasure Map For Tomb
  Mission Completed: I, Torth, was hired by Albascor the Mighty to assassinate the
  Wizard, Zankur, sometime subsequent to the sealing ofAlbascor's Tomb by the Wizard.
  I elected to kill him just as he completed the spell. He was completely surprised and was
  unable to resist. I searched his body thoroughly discovering 158 Gold Pieces, two Magic
  Rings, and a piece ofparchment which read:
  "By the time you read this, Zankur, old friend, I will be dead. I am trusting you
  to seal my tomb, killing those slaves who know its location. Render me this one last
  service and you shall be properly rewarded. "
  Signed
  Albascor the Great
  It is my belief that after a suitable number of years have passed, the Assassin's
  Guild should attempt to enter the Tomb and remove the treasure which undoubtedly
  waits within.
  The Tomb is located in the middle ofthe Patchwort Desert and it should be visible
  as it is a large stone pyramid.
  TOMB OF ALBASCOR THE MIGHTY
  42
  
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  The Tomb of AIbascor
  The Tomb of AIbascor was built 349 years ago when the Mighty AIbascor found that he was dying.
  It was constructed by slaves who were killed afterits completion by AIbascor's loyal Wizard who then sealed
  the Tomb and was then himself assassinated by the assassin, Visls (see Player's Map).
  The Tomb is located in Hex 1826 of Wilderlands Map 7. The inhabitants of the area (basically Desert
  Nomads) are unaware of the presence of the Tomb. They do know about the old stone Monolith which is
  the only part of the Tomb visible above the surface, but they know nothing about its true nature and so are
  unlikely to give out its location to characters asking about a ''Tomb of AIbascor". However, if the charac-
  ters ask for general information about the area, they will be told about the Monolith among other less useful
  information, the "singing stone trees", the springs of blue waters, the wandering orange rocks, and the
  sands which sparkle yellow at night.
  Entering the Tomb is not easy. The entrance is buried under 20 feet of sand. The characters must
  either dig down to it through the sand or chip at the Monolith until they reach an opening. Both are slow
  processes but the latter is truly hopeless.
  The Tomb itself has not been entered since the day AIbascor was buried, so most every surface will
  be covered by a thick layer of dust, unless otherwise noted.
  I)
  This area is not really a room but is instead a long spiral staircase leading down from the secret
  entrance to the main level of the Tomb. Every ten feet down along the staircase, there is a small
  alcove in which stands a suit of shiny Plate Armor holding a Two-handed Sword. The staircase is
  unworn (because no one other than the Tomb's builders have ever used it) and aside from the Armor
  everything is covered with a thick layer of dust.
  Each of the Suits of Armor is magical. When they are approached, they will move to block the
  stairs, thereby forcing their removal before the party can proceed on down the stairs. In addition to
  blocking, some of the Suits of Armor are able to attack Tomb invading parties.
  a)
  This Suit of Armor is empty. It it is hit with a weapon or even shoved, it will fall to pieces
  allowing passage.
  b)
  This Suit is the same as 'a' above.
  c)
  This Suit of Armor is enchanted to attack any intruders. It must be killed in hand-to-hand
  combat as it is immune to all spells. AC: 3, HD: 4, HP: 21, Damage: IDIO.
  d)
  This Suit of Armorissirnilarto 'c'above. AC: 3, HD: 4,HP: 18, Damage: IDIO.
  e)
  Any contact with this Suit of Armor causes it to collapse, leaving a cloud of poisonous gas, 10
  feet radius. Anyone with the cloud must Save versus Poison or die. The cloud will dispel on its
  own after five minutes.
  f)
  This Suit of Armor also will attack any intruders. It too is immune to spells. AC: 0, HD: 6,
  HP: 27, Damage: IDIO+1. Once it is defeated, the Armor can be used as normal +3 Plate
  Armor and the Two-handed Sword is normal +I. The Armor loses its invulnerability to spell if
  defeated.
  g)
  This Suit of Armor is immune to normal damage. Only damage from spells can hurt it (and
  only those spells which would logically affect a Suit of Armor such as Lightning Bolt or
  Disintegrate; Dispel Magic is ineffective). AC: 3, HD: 4, HP: 20, Damage: IDIO. The Armor
  Saves as a 4th Level Fighter.
  h)
  This oneis similar to 'c' and 'd' above. AC: 3, HD: 4, HP: 17, Damage: IDIO;it too is immune
  to spells.
  i)
  This is not really a Suit of Armor but is instead a Grey Ooze molded to the shape of Armor.
  AC: 8, HD: 3, HP: 12, Damage: 2D8 (also corrodes metal).
  44
  
  j)
  AC: 2, lID: 8, HP: 44, Damage: IDIO+2. Once defeated, the Armor is normal +1 Plate Armor
  and the Sword is a +2 Two-handed Sword.
  2)
  The walls of this room are covered with plaster onto which is painted a large variety of scenes from
  the life of Albascor. They depict him as a young man fighting in battles and killing fearsome mon-
  sters. They show him later in life leading armies and they show him as an old man ruling a kingdom.
  Although at first glance, these pictures seem to be your typical tribute to a wise and just King, a
  closer look will reveal surprising details in the background. There are images of men being tortured
  and the bodies of the dead being mutilated. However, the paintings must be examined closely for
  these details to be noticed.
  The floor of the room is covered in a ~ inch layer of dust. In the very center of the room,
  there is a cove.red pit trap. Anyone who steps in the area of the pit will have a 75% chance of falling
  into the pit. The pit is 50 feet deep with poisoned spikes waiting at the bottom. Anyone who falls
  into the pit takes 5D6 damage and must Save versus Poison or die.
  3)
  This is a small (six feet diameter) circular room. In its center is a large statue of an armored man. A
  careful study shows that he resembles the star of the paintings in Room 2. If anyone attempts to en-
  ter this room, the statue will come to life and attack. The statue will move quickly enough to block
  the entrance before the intruder can get more than a step or two into the room. This will force the
  party to fight the statue one on one (as the second person in line will not be able to get around the
  first to join in the melee). Statue: AC: -2, HD: II, HP: 55, Damage: two Punches: 4D6 each. The
  statue. Saves as an II th Level Magic User.
  4)
  This room is intended to 10'ok like the burial chamber of Albascor. The walls are painted in very
  elaborate way depicting Albascor having a good time with his harem. Toward the back wall of the
  room is a large stone casket. The casket is inlaid with Gold and Silver decorations and the entire
  casket could be sold for as much as 10,000 GP (but it is too heavy to move easily as it weighs about
  700 GP weight). The casket is locked by a 13th Level Wizard's Wizard Lock spell.
  Inside the casket is a skeleton: AC: 7, HD:
  ~, HP: 3, Damage: ID6. Beneath the skeleton is
  the treasure which consists of 400 CP, 3500 SP, 3500 GP, and three Jewels worth 700 GP, 1300 GP,
  and 1200 GP. There is also a Cursed Scroll which will teleport everyone within 40 feet, 450 miles in
  a random direction.
  45
  
  5)
  Six inches above the floor, an invisible wire is strung. Any movement of the wire (including cutting
  it) sets off the trap which is a flow of poisonous gas out of the floor. The gas will take 30 seconds
  to fill the corridor passageway so if the characters are quick, they can avoid it (either by running
  back or running forward) but the gas does not dispel easily so once the gas has been released, it will
  block the passageway for a full week. Those inhaling the poison must Save versus Poison or die.
  6)
  The decorations and wall painting of this room clearly reveal it as a small chapel to some forgotten
  God of Evil. There are images of Human sacrifices, exotic tortures, and a variety of other nasty
  doings painted on all four walls.
  The room is inhabited by a special group of guardian creatures left here especially to protect
  the imal resting place of A1bascor.
  These guardians are known as Fear Wolves. Fear Wolves are immune to all spells except Fear
  spells which destroy them instantly with no saving throw. Magic weapons are required to hit Fear
  Wolves unless they are attacked on the Etherial Plane. Anyone bitten by a Fear Wolf must save versus
  Fear or run away in a blind panic for 106 times 10 minutes. Eight Fear Wolves: AC: 0, HD: 5, HP:
  24,29,20,23, 19, 17,24, 19, Damage: 106 plus Save versus Fear.
  7)
  This room is the actual resting place of A1boscor. All that remains of A1bascor is the remains ofhis
  earthly body (now a Skeleton - not Undead) and his spirit which now takes the form of a Wraith:
  AC: 3, HD: 4, HP: 19, Damage: 106 and one Level Drain.
  The casket is Wizard Locked by a 13th Level Wizard. Inside it (in addition to A1bascor's Skele-
  ton) is the treasure buried with him. This treasure is: a Potion of Undead Control; a Ring of Spell
  Storing with a Charm Monster spell; 5000 GP; 3500 SP; 5000 GP; 10 Jewels worth 3000 GP, 1000
  GP, 400 GP, 200 GP. 2000 GP, 300 GP, 6000 GP, 700 GP, 800 GP; and fifteen Gems worth 10 x
  lOa GP, 4 x 500 GP, I x 1000 GP.
  46
  
  REFERENCE NOTES
  
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SOURCE: textdata/thevault/Judges Guild (osr)/Judges Guild The Book of Treasure Maps 2.pdf