TEXT: A Labyrinth Lord Adventure
  
  Floaters In The Mozz Caves
  A Low Level Labyrinth Lord Adventure
  By Unbalanced Dice Games
  Copyright  © 2017 Unbalanced Dice Games
  
  Floaters In The Mozz Caves
  Introduction
  1
  The Adventure Uses Labyrinth Lord
  1
  The Party Encounters Some Floaters
  1
  Floaters And Their Awakening
  1
  Blimpkith Caves
  2
  The Blimpkiths
  2
  Colored Dots
  2
  Mozz
  3
  Blimpkith
  4
  Devices
  5
  Blimpkith Boomers
  5
  Inside The Caves
  6
  Random Encounters
  7
  1 Start
  8
  2 Mozz Patches
  8
  3 Orc Floaters
  8
  4 Gluuber's Head
  8
  5 Colored Dots And Blimpkith
  9
  6 Mozz Cave
  10
  7 Orc Trap 1
  10
  8 Blimpkith To Colored Dots
  10
  9 Bored Chef
  11
  10 Mozz Beds
  12
  11 Blimpkith Feasting
  12
  12 Blimpkith Bow Keeper
  12
  13 Gliggin
  13
  14 Blithnurt
  14
  15 Demozzer
  15
  16 Orc Trap 2
  15
  17 Blithnurt's Treasure
  16
  18 Blimpkith Boomer Here!
  17
  19 Gluuber's Body: The Chicken Man
  17
  20 Gazz
  18
  Map
  19
  
  Introduction
  Blimpkith have taken up 
  residence in a cave.  It wasn't vacant.  
  They've finished taking down the Orcs 
  that lived there and the Elves that 
  were trying to wipe it out.  Now their 
  Colored Dots, Mozz and other terrible 
  ideas have been unpacked.  The party 
  will be the first to stumble into their 
  new home.
  The Adventure Uses Labyrinth 
  Lord
  The adventure uses Labyrinth 
  Lord and Advanced Edition 
  Companion.  Armor Class is 
  descending and starts at 9.
  The Party Encounters Some 
  Floaters
  As the party is walking down a 
  road a very fat looking Orc floats in 
  front of them.  Right over their heads it 
  goes and then upwards into the sky.  
  It came from the left.  After the party 
  loses sight of it a fat looking elf does 
  the same thing.  To the left a big 
  smoke cloud starts to go up into the 
  air, something has started burning.
  If the party goes to the left 
  towards the smoke they will soon see 
  a cave.  Outside of it are 2 fat floating 
  Orcs and 2 fat floating Elves, 
  Floaters(see below).  Each is tied to 
  the ground with green looking string, 
  easy to cut. 
  Leaning against the wall just 
  next to the entrance is a dead 
  Leprechaun.  He has a scroll with 3 
  spells on it that the party has never 
  seen before.  Spending a few minutes 
  deciphering it will reveal it as “Mozz 
  Removal”.  Something to do with 
  getting rid of a bizarre disease.  If 
  used on the floaters in front of the 
  cave they will return to normal(see 
  below).  The spells seem to be written 
  in a way that anyone can use them.
  To the right of the cave entrance 
  is a big pile of junk.  It's burning like 
  crazy.  A lot of ruined weapons are 
  stuck in the fire.  If anyone has had 
  experience with Orcs they will 
  recognize them as Orc weapons.  The 
  Blimpkith have cleaned much of the 
  cave out of Orc stuff and has begun 
  burning it.  The fire will last for 2-3 
  hours and then go out.  There will be 
  nothing added to the pile.
  Floaters And Their Awakening
  Floaters are living beings that 
  have been put to sleep by the 
  Mozz(see below).  When the Mozz 
  touches a living being and they 
  succumb, sleep occurs.  The 
  midsection of the body expands until it 
  looks like a balloon.  As this happens 
  the victim begins to float in the air, like 
  a balloon.  There is no control over 
  1
  
  their motion.  They move randomly 
  around 5'-10' a round underground.  
  Outside this rate triples.  The 
  Labyrinth Lord decides the direction 
  and if they float up into the sky, their 
  lost forever.  Usually Floaters will have 
  been stripped of their money and 
  weapons but occasionally the 
  Blimpkith forget to do this.
  A Floater can be woke up.  All it 
  takes is something like Cure Disease 
  to be cast on them.  An awoken 
  Floater returns to normal.  They will 
  not be violent and will want to get 
  away as fast as possible.  Being 
  affected by Mozz is like being in a 
  living nightmare.  They will tell 
  whoever helped them of little floating 
  people with weird arrows and the 
  worse thing ever, a green moss that 
  makes you go to sleep and float!
  Blimpkith Caves
  The Blimpkith have a new 
  home.  Who are these strange 
  creatures?
  The Blimpkiths
  A rebel faction in the 
  Leprechaun world.  They no longer 
  like things the way they are and have 
  started to make things more fun for 
  them.  That includes themselves!
  Colored Dots
  These are the Blimpkiths main 
  weapon.  They are Blimpkith that have 
  flattened themselves onto a surface.  
  They are about the same size as a 
  Blimpkith, 2' in diameter.  They no 
  longer fight normally but respond to 
  the arrows of the Blimpkith.  When 
  one of their arrows has hit something 
  a liquid squirts out of the Colored Dot 
  and keeps squirting until the arrow is 
  removed.  The liquid can hit things 
  easily 100' away and most likely 
  beyond that.  What the liquid does 
  depends on the color of the dot:
  Blue:  Target tries to hide behind 
  another character.  If not possible the 
  character curls up into a ball and does 
  nothing.
  Red: Target begins doing jumping 
  jacks where they stand.  They yell a 
  number that increases with each 
  jumping jack: “1, 2, 3, etc...”. 
  Yellow:  Target starts to run in circles 
  screaming “Don't hurt me!”.
  The effects last 2-4 rounds and 
  a saving throw negates it.  Only one 
  Colored Dot will attack a target hit with 
  an arrow.  The Colored Dot does not 
  attack again until the character it is 
  effecting is free from it.  A different 
  Colored Dot may attack it after the 
  effects have worn off.
  It takes one round for a 
  2
  
  Blimpkith to turn into a Colored Dot.  
  Once changed it takes a bowl of Mozz 
  to turn them back.  When the Mozz is 
  applied a couple of rounds later the 
  Colored Dot becomes a restored 
  Blimpkith.  Blimpkith treat the Colored 
  Dots with deep reverence.  To give up 
  Blimpkithness is impossilbe to put into 
  words.  The Colored Dots!  
  Colored Dots are hard to 
  remove from any surface.  Anyone 
  who tries to do so will feel it pull back.  
  Roll a Strength attribute check every 
  time.  A failure indicates that it has 
  pulled the character's head into the 
  wall.  The hit does 1-2 HP of damage.
  Alignment: Chaotic Evil
  Movement: 0
  Armor Class: 9
  Hit Dice: 4 HP each
  Attacks: See Description
  Damage: See Description
  Save: MU1
  Morale: 12
  XP: 10
  Mozz
  Green and visually almost 
  identical to regular moss.  The only 
  thing that is visually different is that 
  green flecks float out of the Mozz and 
  into the air.  It must be watched 
  closely to see it.  Mozz is created by 
  the Blimpkiths.  They eat Floater parts 
  and on their bodies it grows.  It's their 
  means of ridding their homes of 
  undesirables.  Monster, elf they must 
  be turned to Floaters!
  The Mozz if touched by a 
  character requires a saving throw.  
  Failure means that the character 
  becomes a Floater(see above).  This 
  happens instantly.
  Mozz can only be damaged by 
  fire, cold, acid or any damaging 
  magical spell.  Physically attacking it 
  doesn't do much of anything, the stuff 
  may bend to the blow but it will not 
  break.  Blimpkith seem to be the only 
  ones that can pull fist fulls out of the 
  stuff.
  Mozz will not last long without 
  the Blimpkith's care.  8 hours after 
  they lose control of some Mozz it 
  shrinks away.  Right before 
  everyone's eyes its size is cut in half 
  every round.  It keeps on happening 
  until it appears to be gone, which is 
  when it is gone.
  Mozz has 4 HP no matter what.   
  A big mass will have 4 HP per 10' 
  cube.  So a 50' cube would have 5 
  chunks with 4 HP each that 
  individually need to be destroyed.  
  3
  
  Each 4 HP chunk destroyed would 
  reduce it further.  Smaller individual 
  sized masses also have 4 HP.  A 10' 
  square with 5 1' mounts of Mozz 
  would need 5 individual kills.  Small 
  bowls or balls like the Blimpkith carry 
  around also have 4 HP.  Mozz can be 
  combined into bigger entities and the 
  HP rules still apply.
  Alignment: Chaotic Evil
  Movement: Float 150'(50')
  Armor Class: 9(See Description)
  Hit Dice: 4 HP per 10' cube
  Attacks: See Description
  Damage: See Description
  Save: MU1
  Morale: 12
  XP: 10
  Blimpkith
  Appear as very very fat 
  leprechauns.  Like balloons with arms, 
  legs, and a head attached.  They 
  dress in red looking pajamas with blue 
  buttons.  They wear pointy hats and 
  shoes that have points on the toes, 
  yellow in color.  These little people(2' 
  tall) have lost their ability to walk on 
  the ground and float in the air.
  Blimpkith attack with bow and 
  special arrows.  The arrows lack 
  sharp arrow heads and are instead 
  suction cups.  Anything they hit with 
  an arrow has one stuck on them.  Roll 
  a d6 to determine what arrow color 
  has been used:
  1-2 Blue
  3-4 Red
  5-6 Yellow
  See the Colored Dots creature 
  for what the arrows do and how the 
  Blimpkith become Colored Dots.  The 
  arrows are easy to remove but a 
  character can at most remove one a 
  round.  This does no interfere with 
  their attacks, spells or movement.  If 
  anyone else but a Blimpkith tries to 
  use their weapons they act like they 
  are made of rubber, completely 
  useless.  In fact they may be made of 
  rubber but in the hands of a Blimpkith 
  they are potent tools.
  When Colored Dots are absent 
  the Blimpkith can still access their 
  power.  The Blimpkith selects a 
  colored arrow and shoots it.  If he hits 
  a d4 is rolled.  This is the number of 
  rounds the Blimpkith cannot use 
  another arrow.  The target must make 
  a saving throw or be affected for the 
  same number of rounds as the d4 roll. 
  Arrows never seem to run out as long 
  as they have a Blimpkith bow in their 
  hands.
  Blimpkith also attack by 
  throwing Mozz.  They need to be in 
  hand to hand range to do this.  The 
  Mozz does not effect the Blimpkith.  
  Anyone splattered with the Mozz 
  suffers its affects(see Mozz).  
  Blimpkith do not engage with the 
  Mozz unless a foe is under the 
  influence of a Colored Dot.  It's too 
  dangerous.  They need to know that 
  their foe is occupied with a non-violent 
  4
  
  activity.
  Blimpkith can in a emergency 
  grow Mozz on its body.  It must make 
  a saving throw or die instantly.  
  Regardless of what he does a ball of 
  Mozz appears in its hands.  This can 
  be used the next round to throw at a 
  target.  Bowls and balls of Mozz have 
  enough stuff in it for them to throw it 
  10 times.  Then they need a refill or 
  make a new ball.
  Blimpkith if killed by a 
  penetrating force such as a sword 
  blow will deflate and fly wildly in the 
  air.  As the life goes out of them their 
  torsos shrink until they lay on the 
  ground.  All that's left is a deflated 
  balloon with a hole in it and small 
  arms, legs and a head.  Other means 
  of death, such as the Blimpkith 
  Boomer, leave their balloon shape 
  untouched.
  Blimpkith when cornered and 
  defenseless, no weapons, become 
  very small.  The Blimpkith shrinks at a 
  fantastic rate and eventually it 
  becomes impossible to see anymore.  
  Gone apparently for they do not 
  regain their size when the adventurers 
  are near.  
  People who have witnessed 
  Blimpkith escaping this way report 
  that they see them peeking at them 
  from corners, over tables, out of salad 
  bowls and even their own beds.  
  Maybe they've sneaked into their 
  person's head?
  Alignment: Chaotic Evil
  Movement: Float 150'(50')
  Armor Class: 6
  Hit Dice: 1d4 HP + 1
  Attacks: See Description
  Damage: See Description
  Save: MU1
  Morale: 8
  XP: 15
  Devices
  Blimpkith Boomers
  The Orcs figured out a way to 
  get rid of the Blimpkith.  They took a 
  dead Blimpkith and attached a nozzle 
  to the mouth and a balloon in the 
  buttocks area.  When the balloon is 
  squeezed a gas shoots out of the 
  nozzle which smells like very bad 
  breath.  Any Blimpkith within 20' is 
  killed.  This includes Mozz, Blimpkith 
  and Colored Dots.  Each death 
  causes the Boomer to shake and 
  make a booming noise as if it has 
  exploded.  With every death the face 
  looks angrier and angrier, as if it still 
  has a spirit in it.  The noise does not 
  attract Random Encounters, it scares 
  the Blimpkith.  
  One of these can hold 10 
  charges at most.  Sadly, for the Orcs, 
  even with these at their disposal they 
  still got overran by the Blimpkith.  
  When they run out of charges the 
  Blimpkith part of the device deflates.
  5
  
  Inside The Caves
  The Blimpkith have enchanted 
  the caves.  Occupied areas have 
  miniature versions of the moon 
  floating around that provide ample 
  light.  These are insubstantial.  Other 
  areas are low light illuminated by 
  something that glitters on the floor.  
  Some dust covers everything.  
  The dust if taken away from the 
  Blimpkith will keep on glittering but will 
  attract the attention of the Blimpkith.  
  They may appear when the party least 
  expects it to gather it up and maybe 
  take some of the parties loot with 
  them.  
  The caves and tunnels are 
  basically 10' high.  Floors can be rock 
  and the ceilings can have a dirt layer.  
  Orc caves in the process of becoming 
  a Blimpkith paradise.  Orc smells can 
  still be encountered here and there.
  Anytime the party is in a tunnel 
  they will run into at least one floating 
  Elf or Orc.  Maybe every 30' - 50' 
  there will be one.  Just floating down 
  the passageway.  One removed will 
  be replaced by another.  They should 
  run into a Floater often.  A journey 
  down a tunnel should mean that it's 
  time to run into a Floater.
   
  The Blimpkith got a whole bunch 
  of Floaters when they took over the 
  caves.  They haven't had time to 
  round them all up so they float around 
  the cave freely.  75% of them will be 
  Orcs, the rest Elves.  Half of the Orcs 
  will have parts harvested from them 
  and will be dead.  The Elves will have 
  chew marks but still be alive.
  If the party inspects the bodies 
  as they go along they will find when 
  the Labyrinth Lord wills it:
  1. A wand that fizzles when used.  
  An Elf Floater will have it in her 
  hand.  It actually is a Wand Of 
  Fire Balls with 7 charges left.  To 
  make it work a 7th level or higher 
  Magic User must tune it. 
  Something doesn't sound right 
  in it.  If put up to the ear it 
  sounds like someone is shouting 
  “Put it out!”.
  2. A Bag Of Devouring.  It will be 
  tied over an Orc Floaters head.  
  When the Orc is touched the 
  rest of it sinks into the bag and 
  is gone.  The bag falls to the 
  ground.
  3. An Elf Floater will have Bracers 
  Of Armor, AC 5 on him.  They 
  will look like snakes with a 
  shield in the mouth.  Anyone 
  who starts to take them will find 
  themselves struggling with a 
  resisting Floater!  The arms pull 
  away and the character will 
  need to make a Strength 
  attribute check to get them off. 
  Only one chance per character. 
  6
  
  When everyone has had their 
  chance and failed or the 
  Labyrinth Lord thinks they've 
  had enough chances, the 
  Floater starts to spin crazily and 
  goes zooming away down a 
  tunnel. Those that try to follow it 
  will quickly be ambushed by a 
  Blimpkith random encounter.
  Random Encounters
  Roll every 2 turns.  A 1-2 on a 
  d6 indicates an encounter.  4-8 
  Blimpkith will appear.  Actually double 
  that amount.  Half of them will turn 
  themselves into Colored Dots.  The 
  ones that don't do this will wait until 
  they have changed to start using their 
  arrows.  Every 3 rounds there is a 1 in 
  4 chance that a Blimpkith will appear 
  with a bowl of Mozz to toss at 
  characters under the influence of the 
  arrows.
  Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 3 each or roll them up
  Colored Dots
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT 1,
   DG See Description, 
   SV MU1, MR 12, XP 10)
  Once, after 3 encounters, the 
  party will encounter a 1rst level Half-
  Orc Assassin.  It is scouting out the 
  caves for another Orc Tribe.  What 
  happened to their cousins?  If Gluuber 
  is with them he will want to join the 
  party and aid them.  If not he will try to 
  figure out if they are leading the 
  Blimpkiths or are another group like 
  him, investigators.  If he can 
  determine that they are investigators 
  he will offer his services.  His name is 
  “Plingga”.  He will stay with the party 
  until Blithnurt is slain or he thinks their 
  leaving the caves.  He does not bid 
  them fond farewell and tries to take as 
  much of the loot they found in the 
  caves with him.
  Plingga
  (AL CE, MV 120'(40'),
   AC 7(Leather), HD 2, AT 1,
   DG 1d6 Short sword, 
   SV A2, MR 10, XP 10)
  HP: 10
  7
  
  1 Start
  Moss covers the walls in this 
  area.  If looked under the party will 
  find large bugs crawling under the 
  moss.  Some will jump on the nearest 
  character and crawl under their 
  clothing.  The character will have to 
  undress completely to get rid of the 
  bugs.
  On one of the walls, scratched 
  out, is written “Orc Home”.  An odd 
  looking arrow is sitting on the ground 
  underneath it.  It has a suction cup 
  arrow head and seems to be made of 
  rubber.
  One of the moss patches close 
  to the entrance has something 
  scratched in it.  An Orc has written a 
  warning in it to other Orcs: “Beware 
  the weird moss, makes you become a 
  floater...”.  As soon as a character 
  starts looking at the moss he will find 
  this.  
  2 Mozz Patches
  The floor is covered with Mozz 
  patches like the moss in the Start 
  area.  These can be avoided.  If 
  stepped on or if any pressure is 
  applied to it a green spore gas 
  explodes out.  Anyone within 10' will 
  be affected as if they have touched 
  Mozz directly.  
  With normal movement one 
  does not need to worry about walking 
  on one.  But if anyone runs through 
  the area they will accidentally step on 
  one of the patches.  The Labyrinth 
  Lord decides when and where.  Each 
  10' square has 3 patches.  Only 50% 
  of each 10' square is free of the Mozz.
  Mozz
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT None,
   DG None, 
   SV MU1, MR 12, XP 10)
  3 Orc Floaters
  Floating in the air are the bodies 
  of 12 dead Orcs that have been 
  Mozzed, Floaters.  They are missing 
  body parts, having been used as food 
  for the Blimpkith.  If the party 
  searches them they will find 108 GP 
  on them.  Floating, in one of the areas 
  marked on the map, with them is a 
  Blimpkith Boomer with 2 charges left.
  4 Gluuber's Head
  The Orc chieften's head hangs 
  from a big mass of Mozz on the 
  ceiling.  The whole ceiling is covered.  
  It is still somehow functioning.  “Blimp 
  buggers took my Orcos from me.  
  Took my butt, legs and belly too.  Now 
  they stuff me with their Mozz and I get 
  greener everyday.  Kill Blithnurt for me 
  and I'll forget your here.”.  Then it 
  goes back to sleep.  Mumbles “Kill 
  8
  
  Blithnurt for me...” off and on.  If the 
  party talks to it the head will talk to 
  them in a half awake mumble.
  Gluuber will be willing to explain 
  to the party what the Blimpkith 
  Boomers are.  He can't remember 
  how to build them.  There might be 
  more hidden around the caves.  
  Someone stole the one he had, he 
  couldn't find it and then suddenly he 
  fell asleep.  Woke up here hanging 
  upside down.  If the party can find his 
  body he will fight alongside them.  Do 
  they have any idea how to reattach 
  his head?  He can still smell one of his 
  Orcs, called Gazz, is in the caves 
  some place.  Might be a Half-Orc he 
  hasn't smelled before running around.
  Gluuber's head has 4 HP and an 
  AC of 9.  If destroyed he yells “Orcs 
  hate you ever more!” and then is 
  pulled into the larger Mozz mass.  
  When Glubber is killed the Mozz 
  overhead starts to fall from the ceiling. 
  One character a round will be targeted 
  by it.  Roll as a 1 HD monster.
  If the party leaves in peace 
  Gluuber will yell at them “I'm 
  Gluuber's head!  Find Gluuber's body 
  and bring it here!”.  The character's 
  necks will get tighter for a few 
  moments.  What if the Blimpkith put 
  their heads up their with Gluubers?
  5 Colored Dots And Blimpkith
  There are 10 circles each of the 
  different Colored Dots on the surfaces 
  of this area.  10 Blimpkith are tending 
  to them.  Poking and tickling them, 
  having a party.  They will not be too 
  pleased that the party has ruined their 
  party.  “Poopers get the arrows, 
  Blimpkith booger beans!” one of them 
  yells and the arrows starts to fly.  
  If half of the party is 
  incapacitated a couple of the 
  Blimpkith will leave and return in 5 
  rounds with bowls of Mozz.  They float 
  to any incapacitated character and 
  throw Mozz on them.
  Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 2, 3, 2, 5, 4
         3, 4, 4, 2, 3
  Colored Dots
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT 1,
   DG See Description, 
   SV MU1, MR 12, XP 10)
  9
  
  6 Mozz Cave
  5 ceiling high 10'(1 10' cube 
  each) diameter piles of Mozz are on 
  the floor here.  Blimpkith are filling the 
  cave up with Mozz.
  Mozz
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT None,
   DG None, 
   SV MU1, MR 12, XP 10)
  7 Orc Trap 1
  A broken used up Blimpkith 
  Boomer lays on the ground here.  If 
  touched a net falls on the party.  All of 
  them are stuck in it like the Web spell. 
  It takes 3-6 rounds for the party to 
  untangle themselves.  When sprung 
  an Orc yell is let loose.  There is a 
  50% chance for each round in the net 
  that a Blimpkith Random Encounter 
  will occur.  If the party does not try to 
  get loose then they will be stuck.
  8 Blimpkith To Colored Dots
  There are 30 Blimpkith floating 
  in the area.  Once the party arrives all 
  of them go through the process of 
  turning themselves into Colored Dots.  
  One round after the party has arrived 
  their will be 10 of each of the Colored 
  Dots on the area's surfaces.  The 
  Blimpkith will be no more.  
  If the party was quiet then 
  nothing else will happen.  But if they 
  attacked immediately 10 Blimpkith 
  come floating into the area and begin 
  attacking the party 2 rounds after they 
  have entered it.  At the 10 round point 
  4 new Blimpkith come floating in with 
  bowls of Mozz in their hands.  They 
  wait for a character to become 
  incapacitated and converge on him 
  with the Mozz.
  Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 3, 2, 2, 3, 5
         3, 3, 4, 2, 5
  Colored Dots
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT 1,
   DG See Description, 
   SV MU1, MR 12, XP 10)
  10
  
  9 Bored Chef
  A Blimpkith with a chef's hat on 
  is looking through some recipe books. 
  He is grumbling about only having a 
  couple of recipes that use Orc or Elf.  
  There are plenty for humans but those 
  are hard to find.  
  On top of a gigantic stove next 
  to him are a couple of big pans.  An 
  Orc and a Elf are frying in one each.  
  The stove is 20'x10' and 10' high.  A 
  perfect size for frying people.  The 
  pans are big enough to hold one 
  human sized person each.  There are 
  4 of them on the stove.  The stove is 
  burning Orc junk.  Any smoke coming 
  out of it seems to disappear a foot 
  above the stove.  A stack of plates 
  next to stove reach the ceiling.  A  
  pale of 2 pronged small forks is next 
  to these.  A big sharp looking knife 
  floats over the stove.  When its time to 
  cut some Orc or Elf the knife does the 
  work for the chef.  The knife can be 
  used as a short sword but suffers -2 to 
  damage when used against metal 
  armor.
  The Blimpkith offers the party 
  some Orc or Elf, whichever they 
  desire.  He seems so pleased.  If they 
  refuse he still gets them a plate with 
  fresh Elf on it and a fork.  
  When the Elf or Orc he is 
  cooking is ingested by the party they 
  become Floaters in 5 rounds.  Allow 
  the normal save at the 5 round point.  
  The Chef has sprinkled the Orc and 
  Elf with Mozz flakes.  Still potent 
  enough to turn someone into a 
  Floater.
  If attacked the Chef heads for 
  the Blimpkith Feasting area.  At first 
  though he opens the oven up and lets 
  all the fire spread out in front of him.  
  A fire line forms in front of him, from 
  wall to wall, and then he escapes.  
  This he accomplishes before anyone 
  can do anything, initiative is won by 
  the Chef.  Anyone who passes 
  through the fire takes 1d4 HP of 
  damage.  The fire lasts 2d4 rounds.
  If the Chef makes it to the 
  Blimpkith Feasting area they ignore 
  him.  When the party arrives he will be 
  arguing with them.  He leaves with the 
  rest of them to get a bow.  If that area 
  has been cleared then the Chef tries 
  to find a place to hide.  When the 
  party finds him again he will use the 
  Blimpkith escape power.  Too much 
  trouble here.
  Blimpkith Chef
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 5
  11
  
  10 Mozz Beds
  Round beds with pillows that 
  have been entirely made out of Mozz 
  are all over the place.  On the walls, 
  floor, ceiling... the surfaces have beds 
  on them.  There are 20 of them.  No 
  one is resting at this time.  
  A dead elf is underneath one.  
  His legs stick out.  If pulled out it is 
  quickly revealed that he is a Floater.  
  He has 20 GP on him and a magical 
  long sword.  It offers no bonus in 
  combat but whoever is holding it 
  cannot be surprised.
  Mozz Beds
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT None,
   DG None, 
   SV MU1, MR 12, XP 10)
  11 Blimpkith Feasting
  A 15' diameter table hangs 
  suspended from the ceiling(20' high) 
  by green strings.  Around it are 10 
  unarmed Blimpkith eating fried Orc 
  parts.  A large flesh colored pudding in 
  the center has been made from elves. 
  Their ears are stuck in it and Blimpkith 
  use these to dip into the pudding.
  As they eat fresh Mozz falls 
  from the feasting Blimpkith.  It seems 
  to grow on their bodies and come lose 
  when enough of it has amassed.  A 
  red, blue and yellow picnic cloth that 
  is twice as large as the table collects 
  the Mozz.  If attacked the Blimpkith 
  will flee the area and fetch their bows 
  and arrows.  These are in the 
  Blimpkith Bow Keeper area.
  Unarmed Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 4, 2, 5, 3, 4
         3, 5, 4, 3, 4
  12 Blimpkith Bow Keeper
  A big fat Blimpkith floats in the 
  area, the Blimpkith Bow Keeper.  He 
  has 30 arms sticking out of his belly.  
  Each is holding a Blimpkith bow.  
  When a Blimpkith arrives it throws a 
  bow to the Blimpkith.  When an arm is 
  freed it sinks back in.
  The Blimpkith Bow Keeper will 
  immediately think it's outmatched by 
  the party.  All it does is keep track of 
  the weapons.  He starts twanging 
  arrows down the hall to summon 
  Gliggin.  There is a 1 in 4 chance 
  each round that his arrows will arouse 
  Gliggin who comes running as fast as 
  he can.  See the Gliggin area for 
  details.  The Blimpkith will shoot 
  arrows til it dies, Gliggin will come to 
  its rescue any second.  When Gliggin 
  arrives the Blimpkith Bow Keeper 
  floats to the Gliggin area for safety.  If 
  12
  
  cornered there it will use the Blimpkith 
  escape ability.  Gliggin will charge the 
  party as detailed in the Gliggin area.
  Blimpkith Bow Keeper
  (AL CE, MV Float 150'(50'),
   AC 7, HD 2, AT 0,
   DG None, 
   SV F2, MR 6, XP 20)
  HP: 12
  13 Gliggin
  Gliggin is a very large turkey(6' 
  tall).  Its beak has been replaced with 
  an iron replica.  It is a very sharp 
  beak.  When it attacks it tries to bite 
  with its beak.  Any character hit takes 
  1d8 HP of damage.  If 8 HP of 
  damage is done the character must 
  make a saving throw.  If failure occurs 
  the character is bit in half.  Anytime 
  the turkey kills someone by biting 
  them in half it enters a frenzy state 
  where it wins initiative for 3 rounds 
  and gains +1 to hit.
  When the party arrives it will be 
  in the process of charging them.  It 
  wins initiative automatically and if it 
  hits one of the characters everyone is 
  knocked to their feet for the rest of the 
  round.  Things return to normal the 
  next round.  The hit does damage as 
  normal.
  When Gliggin reaches 11 HP or 
  less it runs for the exit as fast as it 
  can.  If the party does not chase it in 2 
  rounds it will come charging at them 
  again.  The effects will be the same as 
  the start of the encounter.  This 
  behavior reoccurs at 7 and 3 HP.  
  When Gliggin is killed its beak 
  will detach and shoot out to attack one 
  last time.  The target gets +5 to AC 
  but the damage the beak does is the 
  same, even if 8 HP of damage is 
  done.  One last chance to cut 
  someone in half.
  Gliggin
  (AL CE, MV 150'(50'),
   AC 7, HD 3, AT 1,
   DG 1d8(See Above), 
   SV F3, MR 10, XP 60)
  HP: 15
  13
  
  14 Blithnurt
  A hot water pool fills the area, 1' 
  deep.  Sitting in it is a big, twice the 
  normal size, naked Blimpkith.  He is 
  being scrubbed all over by some near 
  naked elf ladies.  Hanging overhead 
  on the ceiling are his clothes.  This is 
  Blithnurt, the best floater the Blimpkith 
  have, their leader.  He seems none 
  too pleased to see the party.  “Some 
  new heads for Gluuber to talk to it 
  must me” he whispers to the elves.  
  The party feels the ground disappear 
  and the whole area becomes a 15' 
  deep pool.  Everyone is pulled to the 
  center of the area.  The elves 
  submerge and cannot be seen, but 
  others will take their place.
  Blithnurt starts floating in the 
  water towards a random character.  
  He moves the same rate in the water 
  as the air.  When he gets 10' away a 
  couple of new elf ladies appear and 
  begin attacking a character.  He does 
  this to each of the characters.   
  Whenever an elf lady has been 
  destroyed he floats back and a new 
  elf lady appears.  The Elf ladies turn 
  into bloody red water when killed.  If 
  enough are killed all the water will turn 
  red.  Maybe 10 kills will do it.  
  Only when Blithnurt is killed do 
  the elf ladies disappear and the water 
  levels return to normal.  While he is 
  moving around he yells at the party 
  “Time to get cleaned up!  Dirty people 
  have no right to stink up Blimpkith 
  business.  Wash em up good ladies!”.  
  Blithnurt tries to avoid hand to hand.  
  He relies on his water elves and the 
  magic in the room to take care of the 
  party.  He does not use the shrink 
  escape of the Blimpkith.
  The elf ladies attack each 
  character.  If both hit in the same 
  round the character must make a 
  Constitution or Strength attribute 
  check.  If the character fails he 
  drowns in the water.  The elves play 
  with the body as the rest of them try to 
  drown the party.
  Escaping the room while 
  Blithnurt is alive is difficult.  Anyone 
  who swims out to a tunnel will find 
  themselves pulled by the water to the 
  center of the area.  To escape one 
  must not be in contact with the water. 
  Flying over it will work.
  If the party inspects Blithnurt's 
  clothes they will find a few items: 3 
  uses of Dust Of Disappearance inside 
  of a pirate doll(head unscrews), a 
  Necklace Of Adaptation and an 
  Eversmoking Bottle.
  When Blithnurt is destroyed his 
  death will be felt throughout the rest of 
  the caves.  The Blimpkith won't be the 
  same and will attack the party at -1 to 
  hit.  This includes the Colored Dots.  
  Most of them will be sobbing 
  whenever the party runs into them 
  again.  
  Every year on the anniversary of 
  his death the party will hear a cackle 
  and someone telling them that it will 
  soon be time to get cleaned up again.  
  His ladies are waiting for them.  Water 
  14
  
  will seem scary for awhile and so will 
  women...
  Water Lady Elves
  (AL CE, MV Swim 120'(40'),
   AC 9, HD 1, AT 1,
   DG See Above
   SV MU1, MR 12, XP 5)
  HP: 2 each
  Blithnurt
  (AL CE, MV Swim/Float
   
        150'(50'),
   AC 5, HD 3, AT See Above,
   DG See Above, 
   SV MU3, MR 12, XP 60)
  HP: 14
  15 Demozzer
  Something weird happened.  
  The Blimpkith put their original Mozz 
  stores here.  When they returned a 
  day later the stuff had turned white 
  and gooey.  The smell was that of 
  dead Blimpkith.  Did the Orcs do this 
  to it?  The whole floor is one big layer 
  of this melted marshmallow 
  substance.  Any Floaters that are 
  brought in here will instantly be 
  restored to normal.  
  While the party is in here the 
  Labyrinth Lord may have an Elf 
  Floater come in here and become 
  normal again.  “It's a miracle!  I could 
  see the white stuff reaching into me 
  and making me a elf again!” he says.  
  Then he decides to get out of the 
  place and runs off.
  16 Orc Trap 2
  The Orcs have set up a trap 
  here that hasn't been sprung by the 
  Blimpkith.  Characters that are moving 
  through the area and aren't paying 
  attention will spring it.  A little string 
  runs across the ground.  All it takes is 
  the touch of a foot and it goes off.  
  Hidden up above is a Blimpkith 
  Boomer.  It has 4 charges left.  When 
  the trap is sprung it lets loose one of 
  its charges.  The party smells the bad 
  breath and then it falls on the party.
  15
  
  17 Blithnurt's Treasure
  A big green tree has been cut 
  and placed in here.  It has sprouted 
  new roots into a patch of Mozz.  The 
  tree fills a 10' square and the Mozz 
  only is under it.  Hanging from its 
  limbs are the Colored Dots.  
  Underneath the tree are 11 turkeys 
  that appear to be cooking from the 
  heat of the Mozz.  Each is on a silver 
  or gold platter.  The silver platter, 
  which there are 5, are each worth 20 
  GP.  The gold platters, which there are 
  6, are worth 50 GP each.  A character 
  must not touch the Mozz or suffer the 
  consequences.  The platters can be 
  retrieved by grabbing a turkey and 
  pulling it out or use a weapon to push 
  it out from under the tree.
  When a turkey is removed from 
  a platter it becomes animated.  It runs 
  off at a rate of 50' a round.  Before 
  they leave the area the party has a 
  chance to destroy them, 2 rounds.  
  Each turkey has 1 HP and an AC of 9. 
  Tell the party that they sense 
  something bad is happening as they 
  head for an exit.
  The turkeys mutate as they run 
  away.  In 10 rounds the turkey begins 
  searching for the party and can be 
  substituted as a random encounter.  
  The turkey will come bumbling down a 
  tunnel, 7' tall.  The Labyrinth Lord 
  should consider making it a mob of 
  Bigger Turkeys if more than one 
  escapes.
  Once the party has gathered the 
  platters and if Blithnurt hasn't been 
  destroyed his voice will be heard 
  bellowing through the caves: “Bring 
  me my turkeys!”.  A round latter 11 
  Blithkith appear to take him his 
  turkeys.  They will be most upset if 
  they see the party has them.  They 
  attack with their arrows and the 
  Colored Dots on the tree function as 
  normal.  There are 7 of the different 
  Colored Dots on the tree.
  Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 4, 5, 2, 2, 4
         3, 2, 3, 2, 3,
         3
  Colored Dots
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT 1,
   DG See Description, 
   SV MU1, MR 12, XP 10)
  Mozz
  (AL CE, MV 0,
   AC 9, HD 4 HP each, AT None,
   DG None, 
   SV MU1, MR 12, XP 10)
  16
  
  Bigger Turkey
  (AL CE, MV 120'(40'),
   AC 9, HD 2, AT 1,
   DG Club 1d6, 
   SV F1, MR 12, XP 20)
  HP: 10 each
  18 Blimpkith Boomer Here!
  7 dead Blimpkith are floating 
  around in the area.  An 8th is resting 
  on the ground.  Upon inspection it 
  reveals that it is a Blimpkith Boomer 
  with 10 charges left!
  19 Gluuber's Body: The 
  Chicken Man
  A couple of unarmed Blimpkith 
  are playing with the headless body of 
  an Orc.  They have made a chicken's 
  head as big as an Orc's head and are 
  trying to attach it.  The body spasms 
  and they laugh and giggle.  The 
  chicken head cackles and spits.
   
  As the party gets beyond the 
  entrance the body stands up.  The 
  Blimpkith laugh and notices the party.  
  They start handing the Chicken Man 
  eggs which he uses to throw at the 
  party.  
  The eggs are big and white.  
  When they hit a character they break 
  and let out a very cold yolk substance. 
  The cold does 1d8 HP of damage.  
  The Chicken Man will use its beak if 
  engaged in hand to hand which does 
  1d4 HP per hit.
  The Blimpkith will each produce 
  a new egg each round while the 
  Chicken Man is still active.  The eggs 
  they put in one pile for the Chicken 
  Man to use.  The eggs magically 
  appear in their hands.  If directly 
  confronted or if the Chicken Man is 
  destroyed they head for the exit.  If 
  they escape and the party does not 
  get out of the area in 10 rounds an 
  Blimpkith random encounter occurs.
  When the Chicken Man is 
  destroyed it falls to the ground.  Every 
  round it shrieks “I'm Gluuber's body!  
  Take me to Gluuber's head!”.  If 
  carried to Gluuber's Head area the 
  body will reach up and grab the head.  
  It will mount Gluuber's Head on top of 
  the Chicken Man's head and Gluuber 
  will be a whole Orc again.  The only 
  difference is that his head is on top of 
  a big chicken head!
  Chicken Head Gluuber
  (AL CE, MV 120'(40'),
   AC 7, HD 2, AT 1,
   DG See Above, 
   SV F2, MR 12, XP 20)
  HP: 10
  17
  
  Blimpkith
  (AL CE, MV Float 150'(50'),
   AC 6, HD 1d4 HP + 1, AT 1,
   DG Arrows(See Description), 
   SV MU1, MR 8, XP 15)
  HP: 5, 5
  Restored Gluuber
  (AL CE, MV 120'(40'),
   AC 7, HD 3, AT 1,
   DG 1d8, 
   SV F3, MR 10, XP 40)
  HP: 15
  20 Gazz
  A sneaky Orc is working on a 
  big version of the Blimpkith Boomer 
  here.  He is hidden behind a big pile 
  of dirt that is 7' high.  It bisects the 
  room, going from wall to wall.  On a 
  table he has wired together 5 
  Blimpkith.  He almost has it working.  
  When it starts up all of the caves will 
  be eradicated of the Blimpkith, Mozz 
  and Colored Dots.  The Orc's name is 
  Gazz.
  Gazz won't be able to make the 
  thing work.  If Gluuber is with the party 
  he will tell him what he thinks is 
  wrong.  “There is a turkey here with 
  with a metal beak.  If you can get the 
  beak I may be able to make it work.”.  
  Gluuber will want to look for this, there 
  are too many Blimpkith to fight.  Gazz 
  will stay here and continue working on 
  it.
  Gazz will tell the party that he 
  saw some Blimpkith trying to put a 
  chicken head on an Orc's body.  It 
  must be Gluuber's body.  Maybe if 
  they get it and take it to Gluuber they 
  can put his head back on him.  
  If brought the metal beak of 
  Glibbin he will attach it to one of the 
  Blimpkith.  “Let's try this thing out!” he 
  says and activates it.  The thing works 
  and gas from it shoots out of the thing. 
  In the process it explodes killing Gazz 
  and causing Gluuber, if here, to die as 
  well.
  The caves will seem deserted 
  but when the party reaches the Start 
  area they will see all the Blimpkith(a 
  much large group than the party 
  would have guessed, maybe 400-500) 
  waiting outside for the gas to 
  dissipate.
  The party if they venture out to 
  fight them will be captured in a round.  
  The Blimpkith will likely eat them.  If 
  they retreat back into the caves the 
  Blimpkith will return in a turn.  The gas 
  only lasts so long.
  Gazz
  (AL CE, MV 120'(40'),
   AC 4, HD 2, AT 1,
   DG 1d6, 
   SV F2, MR 12, XP 15)
  HP: 10
  18
  
  Map
  1 square = 10'
  19
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Floaters in the Mozz Caves.pdf