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  The Curse of Cragbridge is a production of Mystic Bull Games © 2014, All Rights Reserved 
  http://www.mysticbull.com 
  Developed and Written by: Paul Wolfe 
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are 
  trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM. Trademark license 1.2 
  available at www.goblinoidgames.com  
  
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  CRAGBRIDGE: THE CURSED RUIN 
  When the Four Kings ruled, Lord Etheril’s support could tip the balance for 
  any that he threw his weight behind. Etheril, however, felt no need to join one 
  petty king or the other. He remained in his sheltered valley controlling one of 
  the most important passes through the Sharaz Mountains and the only bridge 
  crossing the Roaring River Canyon. Cragbridge was completed by the dwarfs 
  of the Deep Hold when Etheril’s great-grandfather was a boy and had stood 
  all that time as a fortified sentinel and a lucrative source of income for the 
  Etheril family.  
  In his last days it is said that Lord Etheril was charmed by an ambassador, a 
  sorceress sent by one of the kings to convince the errant lord to join with the 
  side of “right.” In the wake of that betrayal, Etheril is said to have slain his 
  wife and young son before taking the sorceress as his concubine. A vile curse 
  laid by the ghost of Lady Etheril soon brought down her husband, the woman 
  that stole him, and all that inhabited Cragbridge. Many speak of spirits and 
  stranger things that lurk in the ruined western tower of the now collapsed 
  stone bridge; a curse said to follow any who would steal from Etheril’s sizable 
  treasury buried somewhere under that tower. 
  TRUE HISTORY 
  Though the basic legend is true, Lord Etheril did not slay his wife and child. 
  The sorceress, Ubela Lenore, charmed his chief knight, Sir Pedr, and Lord 
  Etheril’s wife. Lady Etheril, in the thrall of the sorceress, convinced Sir Pedr to 
  kill her son, and it was Lady Etheril that poisoned her husband at the behest 
  of the self-same sorceress. The lord, distraught and dying, flung himself off of 
  the bridge and into the Roaring River Canyon, but not before the mad Lady 
  Etheril, having broken the enchantment, cursed him, the sorceress, and the 
  knights, and armsmen that swore to protect them all. Ubela Lenore remained 
  at Cragbridge, trying to lift the curse that kept her trapped there, forever. 
  All the while, the spirits of Etheril’s banner men wander the ruins trapped in 
  hideous insectile forms.  
  THE SITE 
  The ruin of Cragbridge lies on the eastern slope of Cloudtop Mountain. All 
  that remains of the stone span that once spanned Roaring River Canyon are a 
  few shattered supports and an unstable portion of the bridge that still juts 
  from the western side of the canyon. Here also stands the mostly intact bridge 
  
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  tower – though the top is sheared off as if from a great sword. The eastern 
  tower is razed to the ground, though some structure still remains beneath the 
  ruin. 
  THE AREA 
  The region around Cragbridge is a wasteland of rocky summits, scrub trees 
  and precipitous game trails. A generation ago, a group of dwarves surveyed 
  the hills for precious ore and gemstones but found no reason to stay. Other 
  than the lone predator, a few mountain sheep and small flocks of tassel, a 
  large flightless bird, the hills are generally devoid of life. The one exception is 
  the lybic (see Area 20) which hunts once a fortnight. Its appetite has driven 
  away the sparse fauna native to the hills and its range has since increased, 
  leading to rumors of a flying devil beast in the highland grazing fields and 
  farms. Within 10 miles of Cragbridge, PCs have a cumulative 10% chance 
  per day of encountering the lybic, either on the hunt or returning to the broken 
  tower with the corpse of a goat.  
  RECENT HISTORY 
  Rumors of the vile curse on Cragbridge keep away most local residents. In the 
  last ten years, however, the ruin has drawn a number of adventurers. Most 
  recently, Sir Dougal Skavok, beloved knight of Lord Gonstock, and his party 
  disappeared after their second foray. A second party sent to find the knight 
  has recently returned to the villages with less half their original group. They 
  refused to speak of the horrors found there, though they sold a few small 
  treasures and an original survey map made by dwarven surveyors a 
  generation ago. The group, a northern priest of Urzil and his clansmen, 
  attempted to recruit amongst the locals for a second expedition, but gave up 
  after a month and left for parts unknown. Two local tow rags and several 
  armsmen accompanied the group on its first foray, but their fates are 
  unknown.  
  WESTERN TOWER KEY 
  The western tower is remarkably intact, though the upper floors have partially 
  collapsed. The tower straddles the remains of the bridge, which extends over 
  the gorge about 100’. The heavy wooden gates that once controlled access to 
  the bridge have long since rotted away. Once inside the breezeway, a single 
  door in excellent repair sits at the bottom of a short flight of stairs, leading to 
  Area 1.  
  
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  WANDERING MONSTERS (UPPER LEVELS) 
  Grillans and glypterans, the cursed forms of Lord Etheril’s soldiers and knights, 
  move through the tower and its sub-levels at will, though none will be found in 
  the ruined areas of the lowest level and the tombs (Areas 34-48). After 
  slaying some of these creatures, there’s a 10% chance that any others 
  encountered are larva returning to their bodies (Areas 8 or 33). The larva 
  immediately attempt to squeeze into various cracks and fissures, impassible 
  by PCs without magical means.  
  GRILLAN: AC: 6; HD: 1; ATT: SPIT (SPECIAL) OR 2 CLAWS (1D2/1D2); MV: 
  90’, CLIMB 60’; ML 10; XP 13 
  Grillans are 4’ long insect creatures with the lower bodies of black and yellow 
  striped crickets and the upper bodies of vaguely humanoid insects. In the 
  center of the grillan’s chest is the distressed face of a human man, an ancient 
  warrior of Lord Etheril cursed into this hideous body by Lady Etheril. 
  Grillans initially spit a foul yellowish fluid in a 30’ line. Those struck are 
  nauseated by the sickening stench of the fluid, losing 1 Strength point per 
  round for 1d3 rounds (save versus poison to avoid the effect). The lost 
  Strength returns after 1 turn. Otherwise the creatures fight with their claws to 
  defend the forgotten honor of Lord Etheril.  
  1d3 hours after being killed, the carapace of the grillan splits open, revealing 
  a squirming, 3’ long white larva with the face of the cursed warrior. The 
  creature crawls back to the molting nest (Area 8) to be reformed in 1d6 days. 
  If a larva is slain before molting, the corpse remains for 1d3 hours before 
  melting away, releasing the spirit of the cursed warrior (see Haunts and 
  2d6 
  1 in 6 chance every 4 turns 
  2 
  Haunt 
  3 
  Grillans (1d6) 
  4 
  Agon (2d4) 
  5-8 
  Carnivorous roaches (2d6) 
  9-10 
  Drudge (1d4) 
  11 
  Grillans (1d6) with Glypterans (1d4) 
  12 
  Spirit 
  
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  Spirits) and leaving a coin, gemstone, or other small item (see Tokens of the 
  Damned).  
  GLYPTERAN: AC: 5; HD 1+1; ATT: BITE (1D6) AND CLAWS (1D3/1D3); MV 
  120, CLIMB 60’; ML 10; XP 15 
  Glypterans are 6’ long insect creatures with the lower bodies of cockroaches 
  covered in black and white stripes that seem to run and shift over the 
  carapace. Their upper bodies are that of vaguely humanoid insects. In the 
  center of the glypteran’s chest is the distressed face of a human man, one of 
  Lord Etheril’s knights cursed into this hideous form. 
  Glypterans fight fiercely with their razor sharp mandibles and claws.  
  1d3 hours after being killed, the carapace of the grillan splits open, 
  revealing a squirming, 3’ long white larva with the face of the cursed warrior. 
  The creature crawls back to the molting nest (Area 8) to be reformed in 1d6 
  days. If a larva is slain before molting, the corpse remains for 1d3 hours 
  before melting away, releasing the spirit of the cursed warrior (see Haunts 
  and Spirits) and leaving a coin, gemstone, or other small item (see Tokens of 
  the Damned).  
  CARNIVOROUS ROACHES: AC: 7; HD 1D4; ATT: BITE (1D3); MV: 120’, 
  CLIMB 60’; ML 8; XP 6 
  Carnivorous roaches are 1’ long horrors that attack en masse. The creatures 
  carry diseases and any time a character is bitten, there is a 5% chance of 
  contracting a disease (save versus poison — see the Roach Disease Table).  
  The roaches continually reform in the breeding nest (Area 8) until the curse is 
  lifted. 
  
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  Disease 
  Presentation 
  Immediate 
  Effect 
  Lingering Effect 
  Parasitic 
  Infestation 
  Itching, 
  diarrhea, low 
  fever 
  1d3 CON 
  damage (1d6 
  days) 
  1 CON per day; second save +2 
  (1d6 days) 
  Ague 
  Intense fever, 
  pain in joints 
  1d3 DEX (1d3 
  days) 
  1 DEX per day for 1d12 days; 
  save at +1 per day 
  Bloody 
  Flux 
  Intense 
  diarrhea and 
  abdominal 
  pain 
  1d3 STR (1d6 
  days) 
  1 STR per day; Second save +2 
  (1d6 days) 
  Devil's Fire 
  Intense 
  psychosis 
  1 INT (1d3 days) 
  1 INT per day 1d12 days; save 
  at +1 per day 
  Red 
  Plague 
  Lesions and 
  hemorrhaging 
  1d4 hp (1d6 
  days) 
  1d4 hp per day; save at -1 per 
  day; Note: Natural healing has 
  no effect. 
  Roach Disease Table 
  DRUDGE: AC: 8; HD 1-1; ATT BITE (1D3); MV 120’; ML 6; XP 5 
  Drudge are 3’ tall emaciated humanoid creatures with large, blocky heads 
  and one eye. The creatures are slaves of the cursed grillan and glypteran 
  occupants, tending to the traps that dot the tower and various fungal gardens 
  used to feed both creatures in their larval forms. Drudge are most likely to 
  flee when encountered, squeezing their bodies through very small cracks and 
  passages to evade pursuit.  
  AGON: AC: 9; HD 2; ATT BITE (1D6); MV 90’; ML 12; ATTACK AS 3 HD 
  CREATURES; XP 29 
  Agon are the transformed servants and relatives of the cursed warriors and 
  knights of Cragbridge. They are naked human figures with insectile heads, 
  arms and hands. Agon shun bright light and will not attack anyone carrying an 
  open flame.  
  The creatures mindlessly attack, swarming individual combatants with their 
  powerful bites. Agons can be turned by clerics of Lawful and Neutral 
  
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  alignment, though they are not considered undead for other purposes. 
  Hirelings and henchmen must immediately roll a morale check when 
  encountering these creatures.  
  When killed, the physical form of the Agon melts away after 1d3 hours, 
  leaving behind a spirit (see Haunts and Spirits).  
  HAUNTS AND SPIRITS 
  Wandering the halls of Cragbridge are the invisible spirits of the dead 
  bound to the ruin until the curse of Cragbridge is lifted. Neither haunts nor 
  spirits have combat statistics, and they cannot be harmed by weapons or 
  spells of any kind. Spells such as protection from evil, bless, and holy chant 
  drive the creatures away and keep them away for 1d3 hours after the spell’s 
  duration expires. The entities may also be turned; Spirits are turned as 2 HD 
  creatures, while haunts are turned as 4 HD creatures. Neither is destroyed 
  with a turning attempt, though if “Destroyed” is indicated on the chart, the 
  party will not be plagued by any spirits or haunts for 1d6+2 days.  
  An entity encountered manifests for one person until driven away. Only the 
  victim can perceive the manifestation of the entity and suffers the effects. 
  With a successful save versus spells, the victim is plagued by the entity for 1 
  round before it moves on to someone else.  
  NOTE: Spells such as speak with dead and the Tongues manifestation (see the 
  Haunt and Spirit Manifestation chart) allow PCs to converse with the entity. 
  The speaker must successfully move the entity’s reaction to neutral before it 
  describes, in wails and moans, the curse affecting Cragbridge. All reaction 
  checks are made with a +2 penalty. None know the cure for the curse, and 
  only haunts know that the ghost of a sorceress inhabits the tombs on the lower 
  levels.  
  
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  1d6 
  Manifestation 
  Effect 
  1 
  Bone-cold chill 
  Extreme unease; -2 to attacks 
  2 
  Blind spot 
  A favorite item cannot be perceived (seen, felt, etc). 
  3 
  Bloody Vision 
  Sight turns blood red; -2 to ranged attacks; -1 penalty 
  to finding secret doors; -10% to finding traps or other 
  fine thief work 
  4 
  Paranoia 
  Situational penalty related to awareness of 
  surroundings (such as traps, initiative/surprise, etc.) 
  5 
  Tongues 
  Cannot speak any known language; Cannot cast spells; 
  Victim can converse with the entity. 
  6 
  Evisceration 
  Visions of horrible wounds and excruciating pain; 
  victim screams and collapses until the entity is driven 
  away. Weakened for 1d6 hours (-2 Strength) after 
  effect ends. 
  Haunt and Spirit Manifestation 
  
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  TOKENS OF THE DAMNED 
  The larval forms of glypterans and grillans leave behind a token that 
  represents the soul of the victim. For grillans, roll 2d3 on the table below. For 
  glypterans, roll 2d4. When carried by PCs, these tokens collectively have a 
  10% cumulative chance per day of passing a curse to the bearer (roll 2d3 or 
  2d4 on the Effect column of the table below). After a year (or if the curse on 
  Cragbridge is lifted), the tokens no longer carry the curse of Lady Etheril.  
  2d3 / 
  2d4 
  Token 
  Value 
  Effect (Roll 2d3 or 2d4) 
  2-3 
  None 
  N/A 
  N/A 
  4 
  Copper coin 
  marked with a 
  two-headed 
  raven 
  1 sp 
  Visions: The bearer is plagued by 
  hallucinations of bugs crawling under 
  the skin when stressed. Save versus 
  spells each encounter or -4 to attack. 
  5 
  Bronze coin 
  marked with a 
  two-headed 
  raven eating a 
  spider 
  1 gp 
  Infestation: Roaches continually drop 
  from the bearer's hair and clothes. 
  Reaction rolls generally suffer a +4 
  penalty. 
  6 
  Red gemstone 
  with a spider 
  trapped inside 
  5 gp 
  Haunted: The bearer attracts a haunt 
  (20%) or spirit (80%) (Haunts and 
  Spirits table). This can occur anywhere. 
  7 
  Glass coin etched 
  with a spider 
  10 gp 
  Diseased: See the Roach Disease Table. 
  Disease is resistant to magical aid, 
  requiring 2 Cure Disease spells, and 
  cannot be naturally healed. 
  8 
  Platinum coin 
  marked with a 
  spider 
  15 gp 
  Transformation: The bearer is 
  transformed into a grillan (1-4) or a 
  glypteran (5-6) each night at dusk and 
  back to normal form at dawn. The 
  bearer's mind is lost during the time of 
  transformation. 
  Souls of the Damned Manifestation Table 
  
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  1. ENTRANCE 
  The wooden door appears untouched by time, is bound in iron and locked. 
  This small antechamber is empty.  
  The door to the south is unlocked, but trapped with a spray of flaming oil that 
  affects the entire room (2d4 damage; save vs. petrification or catch on fire 
  for 1d4+1 damage per round). Those in the southeast and southwestern 
  corners of the room receive a +4 to their saving throws. If the three glass 
  flasks comprising the trap are recovered, each one may be thrown as a 
  weapon, dealing 1d4+1 damage in a 5’ radius.  
  The door to the stairs is likewise in good condition, iron-bound and locked.  
  2. EMPTY 
  Other than dampness and mold, the room is empty. 
  3. TRASH 
  This room is piled with rotting furs and leather. Hidden in a stone cubby 
  beneath the pile is a sack of 350 unstamped green glass coins (worth 1 gp 
  each, but fragile). The rotting corpse of a man clad in chain armor lies in the 
  corner of this room, one of the companions of Sir Dougal Skavok who met a 
  fell end. 
  4. LAIR 
  Grillans cluster on the ceiling and walls here above gnawed animal bones 
  and refuse.  
  GRILLANS (5): HP: 4, 5, 6, 8, 2 
  5. THE LORD 
  A large stone statue of a soldier on horseback with a broken base leans 
  against the western wall. A golden badge is attached to the statue’s chest 
  and a golden rank cord encircles the left shoulder. Both can be easily 
  removed (125 gp each). The badge depicts a raven eating a spider. This is a 
  statue of Lord Etheril, broken from its plinth in Area 47. 
  6. TRASH HEAP 
  This locked door is composed of flimsy, rotted wood. A pile of refuse sits in 
  the southeastern corner and the walls are covered in thick leather pads to 
  about 8’. The refuse pile appears to be rotting skin and hair (no bones or 
  viscera) from an indeterminate, but rather large creature. 
  
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  7. FORGOTTEN STOREROOM 
  This room is packed with barrels, bags and casks stacked to the ceiling in 
  places. The barrels are rotted and several of them are swollen, barely 
  containing the organic slurry within. Moving a barrel inevitably causes it and 
  all the barrels around it to burst, sending a wave of rotten sludge crawling 
  with vermin flooding out of the room. In addition to extreme disgust, any 
  character that is covered in the sludge is targeted by carnivorous roaches, 
  when encountered. The secret door cannot be found until contents of the room 
  are removed.  
  8. THE BROKEN PIPE 
  This is a 4’ diameter drainage pipe slung under the bridge. The far end is 
  plugged with rotting food, wood, corpses and the like. Twenty feet from the 
  secret door, a faulty drain trap opens under the slightest pressure, dropping 
  the first rank of the party out of the pipe and into the cistern (Area 28).  
  Carnivorous roaches, the common soldiers of Lord Etheril malformed by the 
  curse, rush out and attack when the trap is sprung. When killed, the roaches 
  reform after 1d6+2 hours. 
  The roaches guard the desiccated bodies of 30 elite warriors, once in the 
  service of Lord Etheril. When found, a number of larva (equaling the number 
  of grillans killed) rest in the chest cavities of these bodies. The bodies are 
  clad in rotten clothing and have no other possessions. 
  CARNIVOROUS ROACHES (13): HP: 3 EACH 
  9. FUNGAL GARDEN 
  This room is crowded with lichen-like growth and a variety of fungi. A 10’ 
  deep pit, concealed by a carpet of fungus, opens just inside the door. Drudge 
  lounge around the room, fleeing into cracks and crevices if the party passes 
  the pit.  
  DRUDGE (8): HP: 3 EACH 
  10. LAIR 
  Grillans guard the stairs to the west and the fungal garden to the east. This 
  room also contains two kegs of putrescent fungus, a fermented slurry that the 
  grillans and glypterans consume.  
  GRILLANS (5): HP: 7X2, 4, 3, 5 
  
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  11. STAIRS DOWN 
  Glypterans guard this stairway. The walls are hung with three tapestries 
  depicting a mounted armored figure, Lord Etheril by the symbol of a raven on 
  his shield and banner, leading his armies. Studying the tapestries reveals Sir 
  Pedr, Lord Etheril’s right-hand man, clad in silver armor adorned with the 
  knight’s chrysanthemum icon. Twenty odd additional knights are identifiable in 
  the tapestries, as well. The tapestries are each worth 200 gp and weigh 100 
  lbs a piece.  
  GLYPTERANS (4): HP: 5X2, 4, 8 
  12. THE HORDE 
  Agon, the bug-headed cursed servants of the Etherils, crouch in this dark and 
  damp room. Piles of rotted wood (once benches and tables) have been 
  arranged into crude, stinking nests. 
  AGON (6): HP: 6, 8X2, 10, 9, 5 
  13. STORAGE 
  This storeroom holds rotting wooden shelves and little else. A large hole in the 
  ceiling reveals a mat of thorny vines and bushes that stink of animal musk. If 
  the party is noisy or remains in this room for more than a turn, determine if the 
  lybic is present (Area 20) and if it detects the intruders below.  
  14. BARRACKS 
  Grillans lurk on the walls and ceiling. The floor is strewn with the remains of 
  shattered wooden beds and old bedding. A chest sits under a pile of flotsam. 
  It is locked and empty.  
  The walls are decorated with frescos depicting the armies of Lord Etheril 
  defeating its enemies. The lord’s troops are all marked with a raven device, 
  while the enemies are marked with a spider device. Studying the fresco 
  reveals Sir Pedr by his chrysanthemum device. He holds a long spear, the 
  head of which burns with blue fire. 
  GRILLANS (8): HP: 8, 7, 6X2, 5, 2X2, 1 
  15. ANTECHAMBER 
  This room is damp and several large holes in the ceiling along the north wall 
  reveal the sky. If the party is noisy or remains in this room for more than a 
  turn, determine if the lybic is present (Area 20), and if it detects the intruders 
  
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  below. Wall sconces are evenly spaced on the walls. One of these contains an 
  opal (200 gp).  
  16. GUARD CHAMBER 
  The north wall is breached in a number of places, and the northwestern corner 
  of the wall (to the north of the door) is partially collapsed. The door is tightly 
  fitted to its frame, however (-1 to break attempts).  
  17. THRONE ROOM 
  Grillans lurk on the ceiling of this chamber. Two simple stone thrones sit side-
  by-side in front of what was once a great bay window, now gone. A rotting 
  and faded tapestry hangs on the west wall. 
  GRILLANS (4): HP: 6, 1, 3, 4 
  18. STOREROOM 
  This room contains the rotting remains of once fine women’s clothing.  
  19. ANTECHAMBER 
  This room appears to be empty. The secret door is locked and trapped with a 
  spring-fired needle in the lock (1 hp damage). The needle was once poisoned, 
  but this has since evaporated away. 
  20. NEST OF THE LYBIC 
  Roofless, this chamber contains the rotting remains of the lybic’s last meal, a 
  half digested man in leather armor lying upon his shield, and a great nest 
  built from thorny vines and bushes. There is a 3 in 12 chance that the lybic is 
  out hunting, and returns in 1d6 hours.  
  LYBIC: AC: 5; HD 5+2; HP: 28; ATT: 2 CLAWS (1D6), BITE (2D6); MV: 60’; 
  FLY 120’; ML 9; XP 460 
  The lybic is 20’ long and appears to be a serpentine otter with giant bat 
  wings. It is voracious and territorial, protecting the three eggs currently in its 
  nest.  
  If the lybic successfully strikes with any two attacks, it encircles and constricts 
  the victim for 2d8 damage per round. The lybic’s preferred tactic is to 
  constrict for 1 round, fly out of the tower and then drop the victim to the 
  ground below (about 70’).  
  Other than three viable eggs, the lybic’s nest contains: A star rose quartz gem 
  
  15 
   
  (50 gp), a golden nose ring and chain (250 gp), a golden earring (150 gp), 
  and a platinum pendant depicting a raven eating a spider (350 gp). A rotting 
  leather map case contains a scroll (magic missile) and a potion of invisibility. 
  A perfectly preserved wooden casket, sized for an infant, sits in the 
  southeastern corner of the room. The casket contains the bones of Lord and 
  Lady Etheril’s son, Edril (See Area 44). The character that opens the casket is 
  the immediate target of a spirit (70%) or a haunt (30%).  
  21. STAIRWELL 
  This enclosed stairwell ascends to Area 11 and is empty other than a few 
  pottery shards and the faint odor of alcohol. The door is locked.  
  22. GREAT ROOM 
  Frescos of ancient engineers building an underground aqueduct are depicted 
  on the western wall of this otherwise unremarkable room. The northern door to 
  the stairway is unlocked but stuck fast. The stairs descend to sub-level 2.  
  23. BARRACKS 
  This chamber is piled with the remains of several wooden beds and rotting 
  bedding.  
  24. CONTROL ROOM 
  Glypterans crawl on the ceiling and walls. The southern wall of this room is 
  crowded with several iron machines and innumerable levers in various 
  positions. The entire structure is rusted and inoperable.  
  GLYPTERANS (6): HP: 4, 2, 7, 9X3 
  25. DISFIGURED STATUE 
  A stone statue of a mounted woman in armor leans against the wall of this 
  room, clearly broken from a plinth (see Area 47). The statue’s face has been 
  disfigured by hammer and chisel. The figure is depicted wearing a pendant 
  carved to match the platinum pendant found in the lybic’s nest (Area 20).  
  26. TREASURY 
  The floor of this room snaps open when stepped on, dropping victims into a 
  20’ deep pit lined with spikes (3d6 damage). Attached to the eastern wall 
  are three large clay jars each containing 500 small golden coins. Each coin is 
  worth ½ gp. The jars will not fall into the pit.  
  
  16 
   
  27. PURLID LAIR 
  This room stinks of animal musk. A purlid lairs here, though there is a 1 in 12 
  chance that it is out hunting. If present and surprised, it sleeps in its burrow in 
  the northwest corner of the ceiling which can be detected as a secret door.   
  PURLID: AC: 4; HD 4+2; HP: 28; ATT: 4 CLAWS (1D4 EACH) OR BITE (1D6); 
  MV 240’; ML 6; XP 290 
  About the size of a spider monkey, the purlid has eight hairy arms set radially 
  around a bulging central body where a large fanged mouth gnashes and 
  shrieks. Four eye stalks sprout from the top of the body, retracting to bulging 
  eyes when the purlid is threatened. 
  Before the purlid attacks, it launches a spray of noxious liquid that blinds  
  anyone in a 5’ radius up to 20’ away (save versus poison avoids the effect). It 
  then attempts to latch on with its clawed hands and bite a blinded victim. The 
  purlid can only spray poison once per hour.  
  The purlid hides in shadows 75% of the time, climbs at its regular move 
  speed, and squeezes into spaces seemingly too small for it. If undetected, the 
  purlid surprises on a 1-5 on a d6 and is rarely surprised (10%). The 
  bloodcurdling screech of an attacking purlid causes hirelings and henchmen to 
  make an immediate morale check.  
  Its burrow contains: Gems (malachite, 10gp; turquoise, 50gp; carnelian, 50 
  gp; amethyst, 40 gp; garnet, 100 gp), Jewelry (4 silver rings, 25 gp each; a 
  diamond stickpin, 500 gp; golden circlet, 300 gp; leather belt studded with 
  turquoise, 150 gp; and a golden necklace,100 gp), scroll of protection 
  (devils), and a hand axe +2. 
  28. THE TANK 
  The dry cistern is 50’ deep with a 3’ wide walkway around the upper rim. The 
  lower half is part of sub-level 2. A steel hatch is set in the center of the 
  domed ceiling leading to Area 8. 
  An altar depicting a bloated human woman with the flame-eyed head of a 
  wasp is carved into the eastern wall (28A). An offering left on the stone shelf 
  below the carving has a 1 in 6 chance of granting a blessing from Nesiri (the 
  goddess prefers insect larva, gold, or other precious items). Those that defile 
  the altar have a 1 in 6 chance of receiving a curse. Individual characters can 
  only receive 1 blessing and 1 curse. Curses are permanent, but can be lifted 
  by a remove curse spell. Blessings are likewise permanent, however, should 
  
  17 
   
  the PC defile a shrine to Nesiri or slay any of her servants (including normal or 
  giant wasps), the blessing is recanted.  
  2d3 
  Blessing 
  Curse 
  2 
  Defender: When the PC is reduced 
  to exactly 1 hp, a demon wasp 
  appears and defends the PC until 
  all enemies are defeated. 
  Plagued: A swarm of wasps attacks 
  the character (1 in 6 chance per 
  day). AC: 7 HD: 4 hp: 32, Attack 
  1d3 (poison 1d4); 1/2 damage 
  from non-area effect attacks. 
  Double damage from fire and cold. 
  A sacrifice of 100 gp to Nesiri 
  averts the attack for the day. 
  3 
  Familiar: PC gains a wasp familiar. 
  AC 9, hp 1, Attack 1 (poison 1d2). 
  Telepathic communication (Int 5). 
  Hunger: The PC cannot digest 
  normal food and must subsist on 
  spiders, insects, worms and other 
  vermin. 
  4 
  Chosen: PC gains a random 1st 
  level cleric spell. Spell can be cast 
  1/day if 100 gp value is sacrificed 
  to Nesiri. 
  Deafened: PC is deafened by the 
  buzzing of wasps. The condition 
  cannot be healed by magical or 
  mundane means. 
  5 
  Builder: Gains the masonry skills 
  of a dwarf. Dwarfs can detect 
  stonework traps 3 in 6. 
  Obsession: PC obsessed with the 
  culture of Nesiri. Must complete a 
  quest to find another Nesiri shrine 
  (or an appropriate site for a new 
  one) and either restore the shrine 
  or build a new one. For each week 
  that the quest is unfinished, the PC 
  suffers a cumulative -1 to all d20 
  rolls. 
  6 
  Avatar: PC can transform into a 
  demon wasp by concentrating for 
  1 turn, 1/day. The effect lasts for 
  1d10 rounds, and the PC has 1 
  round notice before transforming 
  back. 
  Hunted: Each week, there's a 1 in 6 
  chance that a demon wasp 
  appears and attempts to paralyze 
  the PC and take him or her back to 
  the depths of hell to face 
  judgment. 
  
  18 
   
  29. TRAP 
  A pressure plate trap sprays acid 20’ into the hallways to the east and south 
  (immediate 2d4 damage and 1d4 damage per round until washed off; save 
  versus petrification or roll for damage to all non-metal items). There is a 
  cumulative 1 in 6 chance of stepping on the pressure plate, which may find 
  part of the party down the southern hallway and part still in the eastern. The 
  person that steps on the trap is unaffected.  
  30. LAIR 
  This room contains the statue of a human male figure in a robe. Where his 
  arms should be are two spider legs on each side.  
  Five grillans lurk on the ceiling and walls.   
  GRILLANS (5) HP: 5X2, 7, 6, 4 
   
  31. LAIR 
  This chamber is crowded with large rusted metal devices left over from the 
  building of the pump system. Lurking amongst them are six glypterans.  
  GLYPTERANS (6) HP: 3, 7X2, 8X2, 4 
   
  The secret door to Area 33 is locked.  
  32. TOMBS 
  Four stone columns support the ceiling. Within each column is a spider ghoul 
  which disgorge when someone steps into the center of the room, surprising on 
  a 1-3.  
  SPIDER GHOULS (4): AC: 6; HD 3; HP: 18, 16, 13, 15; ATT: 4 CLAWS (1D3 
  EACH) AND BITE (1D3); MV 90’; ML 9; XP 47 
  Spider ghouls are undead constructs created by the sorceress, Ubela Lenore. 
  The creatures are humanoid from the waist up, with four black metal legs and 
  four black metal arms ending in vicious claws. Like ghouls, spider ghouls 
  paralyze victims struck by their claws or bite for 2d4 turns. Spider ghouls are 
  turned as 4 HD creatures and can climb at their normal speed.  
  Within each secret chamber is 75 pp.  
  33. SECRET ROOM 
  A 10’ diameter, 8’ tall glass vat half-full of foul liquid sits in the center of this 
  room. A flame spider lurks on the ceiling (surprise 1-4).  
  FLAME SPIDER: AC: 0; HD 1; HP: 8; ATT: BITE (1D3); MV 120’; ML 12; XP 40 
  
  19 
   
  A flame spider is a magical construct made of black iron, about the size of a 
  large dog. Within its maw glow the fires of hell. Its bite injects a flaming fluid 
  into the wound causing an additional 1d4 damage per round until 
  extinguished. Touching the flame spider with unprotected flesh deals 1d4 
  damage from the intense heat. Flame spiders are immune to mind affecting 
  spells, fire and magical restraints (such as web, entangle, etc). Non-magical 
  weapons deal half damage. They hide in shadows (57%) and surprise on a 1
  -4.  
  Hidden in a small chamber below the glass vat are three crates each 
  containing 1,000 gp worth of silver bars stamped with a raven. Each crate 
  weighs 50 lbs. The vat must be moved before the concealed trap door can 
  be located (weighs 600 lbs).  
  34. MUSTARD GAS 
  NOTE: Anyone listening at either the northern or eastern door has a 3 in 6 
  chance of detecting the faint odor of garlic.  
  Anyone stepping into this room is immediately subject to the mustard gas from 
  the slime on the ceiling (2d4 damage per round and save versus poison or 
  die in 1d3 rounds as blisters form in the eyes, mouth and lungs of the victim).  
  MUSTARD SLIME: AC: 4; HD 5+2; HP: 26; ATT: PSUEDOPOD (1D4); MV 10’; 
  ML 12 
  The mustard slime lingers on the ceiling exuding its killing vapors. It is well 
  camouflaged (surprise on 1-3).  
  The floor of the room is littered with bones and remains of the slime’s victims. 
  Amidst the carnage is a plain golden rod (300 gp).  
  35. CORPSES 
  Twenty open stone coffins containing the mummified remains of Lord Etheril’s 
  knights rest here. Each is clad in rotted tabard, a rusted chain shirt with coif, 
  and a steel helmet. A rusted spear lies along the left side of each body, while 
  a shield partially covers the torso. Within the chest cavity of a number of 
  corpses (number of glypterans slain) are large white worm-like larva.  
  On the chest of each knight, under the chain shirt, is a saucer-sized golden 
  coin marked with the image of a raven (100 gp each).  
  In addition, giant flies guard the bodies of Etheril’s fallen knights. They attack 
  anyone that enters the room.  
  
  20 
   
  TABAD (6): AC: 6; HD 2; HP: 9X2, 15, 8, 3, 6; ATT: BITE (1D8); MV 90’, FLY 
  180’; ML 11; XP 29 
  Tabad are 4’ long flies each with the face of a tortured man in the center of 
  its chest. Tabad surprise on a 1-4 and jump up to 30’ to attack. When killed, 
  the tabad’s body melts away after 1d3 hours, and the tortured spirit of the 
  horseman that once inhabited the body becomes a haunt, forever trapped in 
  Cragbridge.  
  If any glypteran larva are found in the bodies of the knights, they are easily 
  slain (see Souls of the Damned). The larval body melts away after 1d3 hours, 
  and the spirit of the knight becomes a haunt. 
  36. EMPTY 
  This room reeks of mold, though little is evident. A rusted, reinforced metal 
  door is set into the south wall. The door is locked, but still requires 
  appropriate tools (crowbars, sledgehammers, etc) and a roll of 6 on a 1d6 to 
  bash open.  
  37. SHATTERED CHAMBER 
  The walls of several rooms lie collapsed in this chamber. The eastern wall, 
  once composed of iron, has rusted and fallen in places. The floor and walls 
  are covered in a thick fur of greyish mold.  
  NOTE: Roll a 1d12. On a 1, the ooze worm (Area 38) is in this chamber. On 
  a 2-8, the worm is in Area 38. On a 9-11, the worm is in Area 39. On a 12, 
  the worm is in the deep caves (beyond Area 39).  
  The western wall, composed of stone, appears wet, though no source of water 
  is evident. This is due to the glisten ooze that occupies that wall. 
  GLISTEN OOZE (1): AC: 4; HD 4+4; HP: 25; ATT: TOUCH (2D4); MV 0’; ML 
  12; XP 215 
  The glisten ooze is the larval form of the ooze worm (see Area 38). The ooze 
  has no direct attack, though if touched, the digestive juices that coat the 
  outside of its transparent body cause immediate acid damage and paralysis 
  (save versus paralysis). Paralyzed victims are dealt automatic damage each 
  round until killed and absorbed into the ooze. 
  38. THE WORM 
  The room is crowded with rusted hulks of iron machinery covered in a thick 
  grey fur of mold. An 8’ wide walkway circumnavigates the room. The stone 
  walls of this chamber are lined with rusted iron plates also covered in mold. A 
  nest of bones, jagged iron, and other flotsam is piled in front of the entrance 
  
  21 
   
  to Area 39. The mold is harmless.  
  This is the lair of the ooze worm (see Area 37 to determine where the ooze 
  worm is at any given time).  
  OOZE WORM (1): AC: 4; HD 6; HP: 32; ATT: 6 FEELERS (1D4); MV 90’; ML 
  9; XP 1,320 
  The ooze worm is a semi-amorphous creature with three insect-like feelers 
  emerging from a sensory organ at both ends. Those struck take the indicated 
  damage and must make a save versus paralysis or be paralyzed for 1d6 
  rounds. Paralyzed victims are engulfed on the next round, dealing 2d4 
  damage per round. The slimy acid that coats the ooze worm deals 2d4 
  damage to exposed organic material, but does not cause paralysis. The ooze 
  worm is immune to normal fire and cold, takes half damage from magical fire 
  and cold and takes double damage from electricity.  
  In addition to the bones of many creatures, the beast’s nest contains 2,000 gp 
  in various coins (250 lbs), an opal (pale blue with green and gold flecks; 
  1,000 gp), an uncut ruby (deep red; 1,000 gp), and a polished chalcedony 
  gemstone (pale blue; 150 gp).  
  39. PUMP SHAFT 
  This smooth stone shaft is about 500’ feet long and angles down at 60° 
  toward what once was the Roaring River. The floor of the shaft is littered with 
  the rusted remains of a pipe that once ran through it. The broken end of the 
  shaft extends about 20’ through solid stone before emerging in a natural 
  cave. The cave is detailed in Martyry of the Waveform God, the second 
  adventure in the Prisons of the Demigods megadungeon series. NOTE: See 
  Area 37 to determine the location of the ooze worm.  
  40. ANTECHAMBER 
  The secret door on the eastern wall is locked and trapped. The western side 
  of the door is carved with corrupted runes by the sorceress Ubela Lenore. 
  Anyone passing through the secret door must make a save versus spells or sink 
  into an obsessive insanity. This manifests as an overwhelming desire to guard 
  this room from all intruders. Thoughts of food, drink, sleep or other necessities 
  are forgotten, though the victim can make additional saves every 12 hours to 
  break the spell.  
  NOTE: Those affected fight all attempts to remove them from the room. 
  Exiting the secret door (west-to-east) does not change the obsessed victim and 
  does not necessitate a save in those that were not originally affected.  
  
  22 
   
  A stone door, carved with more blasphemous runes and the spider symbol of 
  the sorceress, blocks the exit to the west and is almost immovable (it weighs 
  3,000 lbs) and must be lifted. If the bones of Prince Edril are carried into this 
  room, the door raises into the ceiling and the trap (see below) is disabled for 
  1 turn.  
  Touching the door transmits a nasty curse: On a failed save versus spells, the 
  victim is transformed into hideous humanoid spider over the next 3 hours. 
  Within the first hour four spider legs painfully grow from the victim’s flesh, 
  two from the upper back and two from the lower back. Within the second 
  hour, the victim sprouts long black hairs, and six eyes burst open across his or 
  her forehead. By the last hour, the victim’s torso transforms into that of a huge 
  spider and humanoid limbs painfully mutate into spider legs. The victim must 
  make a second save versus spells or lose his or her mind, becoming a slave to 
  the spider sorceress. The curse can only be lifted by a remove curse cast by a 
  cleric of 8th level or higher. If a transformed character retains his or her mind, 
  abilities are also retained (class, spells, etc.), however, when in the presence 
  of the spider sorceress (see Area 46), the victim is affected as if by a charm 
  person spell (save versus spells to negate the charm effect). 
  The secret trap door in the floor is unlocked, but cannot be detected until the 
  stone door is raised.  
  SPIDER SLAVE (1): AC: 3; HD 5; HP: 27; ATT: 2 JAGGED CLAWS (1D4) 1 
  BITE (1D6+POISON); MV 120’, CLIMB 120’; ML 10; XP 500 
  The spider slave is a mindless giant spider that attacks to defend the spider 
  sorceress’ lair. It can project a web as the Web spell (cast at 5th level). Its 
  poisonous bite is lethal in 1d6 rounds, manifesting as a rotting, pus-filled 
  wound that expands until the victim is dead.  
  41. SECRET ROOM 
  This room reeks of death. The corpses of a young man and woman in leather 
  armor lie rotting on the floor. Both have burns on their arms and faces. The 
  floor is covered in dust, but has been disturbed as recently as a month ago. 
  The outline of the trap door in the floor, once hidden, is evident. The stone 
  walls retain faint carvings of a strange and alien script surrounding a 
  humanoid figure in bulky armor and a strange transparent globe for a 
  helmet. A comprehend languages spell decodes the script, but very little can 
  be gleaned, other than these appear to be prayers to an entity called Mur 
  describing strange and ethereal worlds.  
  The trap door is unlocked, however pulling the iron ring delivers a jolt of 
  
  23 
   
  electricity (1d8+3 damage). Below the trap door is a winding stairway down 
  to Area 1 of the Temple of Mur (See the Martyry of the Waveform God).  
  42. HALL OF THE DEFILED LOVERS 
  The north wall of this dusty stone hall is decorated with brightly painted 
  frescoes depicting the seduction and defilement of Sir Pedr, trusted captain of 
  Lord Etheril’s lieges by a hauntingly beautiful sorceress.  
  The south wall is similarly decorated, however, these paintings chronicle the 
  seduction and defilement of Lady Etheril by a willowy and handsome 
  sorcerer. Lord Etheril is seen in the background of these paintings wearing a 
  set of horns that grow with each iteration. The two seducers could be twins, 
  but are in fact the same person, the sorceress Ubela Lenore.  
  The two figures, Lady Etheril and Sir Pedr, are depicted as desiccated 
  corpses looming over the archway through the west wall. The keystone of the 
  archway is carved to depict a desiccated child’s corpse (the infant Edril) 
  
  24 
   
  43. ANTECHAMBER 
  This is a bare stone chamber with short passages to the north and south, 
  leading to dark archways. The eastern arch (presumably used to enter the 
  room) is also shrouded in darkness. Over the northern, southern, and eastern 
  archways are red stone tiles each graven with an image: A two-headed 
  raven over the southern arch, a chrysanthemum over the northern arch and a 
  blank circle over the eastern arch. These tiles are easily removed.  
  All three archways are portals to a boundless void (including the archway 
  they just passed through). There is no dimension to the space beyond  – it 
  appears as utter blackness. Any character that steps through the archway is 
  lost forever, drifting into a dimensionless space for all eternity. Touching the 
  “space” inside an archway requires a save versus spells. On a failure, the 
  character loses 1d3 Con.  
  The western wall holds the key to the room. Concealed under a loose stone is 
  a sunken space where a tile can be inserted. Tiles open the corresponding 
  arches:  
   
  Two-headed Raven – opens the southern archway 
   
  Chrysanthemum – opens the northern archway 
   
  Blank Circle – opens the eastern archway 
   
  Spider (see Area 44) – Must be in place to disarm the trap on 
  the secret door in the east wall.  
  The secret door on the western wall, when found, opens with a slight push. 
  Those passing through the portal into Area 46 are cursed by the spider 
  sorceress. On a failed save versus spells, the affected character has one 
  ability point raised by 1 (determined randomly) and, when in the presence of 
  the spider sorceress, must make a save versus spells or be under the effect of 
  a charm person spell. If the sorceress is killed, the charm appears to dissipate, 
  but after 1d3 months, the character becomes obsessed with Ubela Lenore, 
  taking drastic measures to raise her from the dead and assist in any designs 
  she once had. It is up to the DM whether these are pointless ravings or a series 
  of adventures related to the sorceress.  
  Characters blessed by Lady Etheril (Area 44) or bearing Sir Dougal Skavok’s 
  spear (Area 45) are not affected by the curse.  
  
  25 
   
  44. TOMB OF LADY ETHERIL 
  Otherwise bare stone, this tomb is occupied by the figure of a shapely 
  woman in a fine dress hunched over something held tightly to her breast. The 
  woman’s face is pure void, and she holds nothing. If the woman is touched, 
  attacked or the target of a spell, she disgorges four Emaciated Servants that 
  immediately attack anyone not carrying the bones of Edril (see Area 20). If 
  the casket is placed at the feet of Lady Etheril, the creatures dissipate into 
  smoke and sucked into the void of her face. She takes up the remains of her 
  child and offers to bless each party member. She remains for 1d4 rounds 
  before the ghost, the casket and bones of her child collapse into a pile dust, 
  leaving only the lady’s skull. Those blessed by Lady Etheril are permanently 
  marked with the sign of her house (a double-headed raven) imparting a +1 
  to hit undead creatures. The sign of Lady Etheril is considered anathema to 
  Lawful gods for the murder of her child and betrayal of her family (clerics of 
  Lawful gods understand this implicitly).  
  Amongst the detritus of her passing are two golden bracelets, two silver rings 
  with ruby settings, a golden necklace decorated with teardrop emeralds 
  (total value 5,000 gp), and a red stone tile carved with the symbol of a 
  spider (see Area 43). Lady Etheril’s skull, when carried, acts as bracers of 
  defense (AC 3). 
  EMACIATED SERVANTS (4): AC: 4; HD 3; HP: 16, 17, 14; ATT: 2 CLAWS 
  (1D6); MV 120’; ML 12; XP 80 
  Emaciated servants are skeletal humanoid creatures with dark blue skin 
  stretched over their bones with faces of pure void. They attack with their 
  tearing claws. If two claws strike one opponent in the same round, the victim 
  receives a bite attack. Those struck by the void of a servant’s face lose 1d3 
  CON (save versus spells to avoid the damage). Creatures reduced to 0 CON 
  become emaciated servants. Emaciated servants are undead (turned as 5 HD) 
  and are only damaged from magical sources (spells, magical weapons, etc.) 
  45. TOMB OF SIR PEDR 
  This otherwise bare stone room holds a skeletal horse and rider. The rider is 
  clad in rusted chain mail with coif. A 10’ long spear +1 lies on the floor. When 
  Sir Skavok entered this room, the spirit of Sir Pedr drew him body and soul 
  into the same hellish purgatory where the doomed knight waits. The spirit of 
  Sir Skavok moved into Ubela’s tomb (Area 46) to protect his new mistress. 
  Taking the spear causes the horse and rider to collapse into dust.  
  
  26 
   
  46. TOMB OF THE SPIDER SORCERESS 
  An intricate woven throne of golden spider webs is attached to the western 
  wall. The spider sorceress, Ubela Lenore, crouches here, a desiccated 
  humanoid mummy with four large spider legs sprouting from her back. 
  Appearing as a greyish displacement of air, the haunt of Sir Dougal Skavok 
  hovers before her.  
  Ubela is a powerful undead creature limited by a number of charms, curses, 
  and wards, though she takes great pains to convince intruders of her power:  
   
  At the touch of Skavok’s spear, Ubela is disintegrated. Should 
  the haunt of Skavok successfully possess the spear bearer and 
  subsume his or her mind, this threat is neutralized (see Sir Dougal 
  Skavok on the opposite page). 
   
  She cannot touch anyone marked with the symbol of Lady Etheril 
  – in fact, she cannot be within 10’ of those so marked. A dispel 
  magic spell neutralizes this ward for 1d6 rounds, though the spell 
  effects on a marked individual has a 25% chance of failing. 
   
  She cannot exit the tomb unless someone specifically invites her 
  to leave. Once out of the tomb, she exits Cragbridge at the DM’s 
  whim.  
  By the time the party enters, she has thrown up a wall of force (duration 
  10+1d6rounds). She entreats those under her charm to destroy those marked 
  with the sign of Lady Etheril and directs Sir Dougal Skavok toward the 
  character holding his magical spear. Anyone killed is raised via an animate 
  dead spell. If Skavok, her charmed minions, and servants from the staff of the 
  spider are defeated, she promises untold power, riches and immortality to 
  those that free her, though she cannot directly ask to be freed from the tomb. 
  It is up to the DM to determine if she is capable of such feats of largess or if 
  she will even make good on her promises.  
  Sir Dougal Skavok concentrates his attacks on the character that wields his 
  spear. As a haunt, Skavok cannot be struck by weapons or magic originating 
  on the material plane (though he can be struck by those that can reach the 
  ethereal). Striking as a 5HD creature, the haunt attempts to envelop the 
  spear bearer, who receives a save versus petrification. On a failed save, the 
  spear bearer is pulled into a pocket dimension where he or she must face Sir 
  Dougal Skavok one-on-one (see next page). 
   
  
  27 
   
  UBELA LENORE, SPIDER SORCERESS: AC: 0; HD 10; HP: 58; ATT: 4 CLAWS 
  (1D6) AND BITE (1D4+POISON) OR STAFF OF THE SPIDER (SEE BELOW); MV 
  120’, CLIMB 120’; ML 12; XP 4,500 
   
  The spider sorceress is an undead creature, similar to a mummy, with powerful 
  spellcasting abilities. Those not charmed by her must make a save versus 
  paralysis or flee in fear for 1d6 rounds. Those that cannot flee are paralyzed 
  with dread until attacked by her or one of her minions.  
  If in melee, she can attack up to four different opponents with her claws and 
  bite. Her poisonous bite results in death in 1d6 rounds (save versus poison at -
  2). Those struck by her claws must make a save versus death or contract a 
  transformation disease. Over the course of 1d3 weeks, the victim is magically 
  transformed into an undead spider humanoid that immediately seeks the 
  service of the spider sorceress. During this time, the victim cannot receive 
  magical healing. The disease can be cured with a remove curse, wish or similar 
  magic.  
  Spells: Charm Person (x2), Allure, Ray of Enfeeblement, Amnesia, ESP, Blink, 
  Dispel Magic, Protection from Good 10’ radius, Confusion, Charm Monster, 
  Flame Charm, Animate Dead, Wall of Force (already cast) 
  SIR DOUGAL SKAVOK: AC: 2; HD 5; HP: 22; ATT: TWO-HANDED SWORD 
  (1D10+1); MV 120’; ML 12; XP 500 
  In the pocket dimension, Skavok appears as a 7’ tall humanoid figure clad in 
  black iron plate armor and helmet, and bearing an obsidian bladed two-
  handed sword +1. Both the armor, helmet and sword are marked with the red
  -on-black symbol of Ubela Lenore. Skavok fights straightforwardly. If he 
  defeats the spear bearer, the pocket dimension dissolves, and the erstwhile 
  knight takes over the personality of the character bearing his spear, forever 
  (and fights with the subsumed character’s abilities). If Skavok is defeated, the 
  dimension dissolves and the knight’s soul, purged of its evil influences, inhabits 
  the spear, becoming devoted to the bearer and his or her cause.  
  Ubela carries the staff of the spider (see Magic Items). The remainder of her 
  treasure is encased in a bundle of golden webs: 2,534 sp, 6,233 gp, hammer 
  +2, potion of extra healing, potion of fire resistance. The fine golden webs can 
  be retrieved, as well, equaling 1,500 gp worth of gold.  
  If the spider sorceress is destroyed and Sir Dougal Skavok redeemed, those 
  marked with Lady Etheril’s blessing find that her mark fades after 1d3 weeks, 
  though the blessing remains.  
  
  28 
   
  47. MEMORIAL 
  This bare, dusty hallway contains two plinths that once held the statues of Lord 
  and Lady Etheril (found in Areas 5 and 25, respectively).  
  48. TOMB OF THE LOVERS 
  Two closed sarcophagi carved in the forms of Lord and Lady Etheril stand 
  here. Both are empty. If the skull and the dust of Lady Etheril’s passing are 
  returned to her sarcophagus, the ghostly form of the lady appears to hover 
  over the sarcophagus, crying. A speak with dead allows a spellcaster to 
  converse with her spirit for 1d6+3 rounds before she dissipates.  
  If the spider sorceress has not been destroyed, she tells of the ward created 
  by those that are marked with her symbol (see Area 46). She knows nothing 
  of the powers of the spear or the fate of Sir Dougal Skavok. If Ubela has 
  been destroyed and Skavok redeemed, she explains that she and the 
  servants, warriors and knights of Cragbridge will remain in a hellish 
  purgatory until the bones of her husband are returned to his sarcophagus.  
  Those that agree to return the lord’s bones receive a blessing from Lady 
  Etheril, as described in Area 44, and though the mark of Lady Etheril’s house 
  fades after 1d3 weeks, the blessing remains.   
  If the DM plans to run other modules in this series, the bones of Lord Etheril 
  are found deeper in the dungeon.  
  
  29 
   
  MAGIC ITEMS 
  SIR SKAVOK’S SPEAR 
  When the spirit of Sir Skavok is defeated and thus redeemed, it inhabits the 
  spear +1 that the knight once carried into battle. The bearer of Sir Skavok’s 
  spear must be of Lawful alignment and, if a Chaotic act is ever committed 
  while holding the spear, the spirit of the knight retreats for a year and a day 
  (thus the spear reverts to a simple spear +1).  
  This possession manifests in the following additional benefits:  
   
  Sage Advice – Once per day, the bearer may ask Sir Skavok a 
  question of individual combat tactics. This question is related to 
  one opponent and must be asked as the first “action” in  combat 
  (the bearer can move, but cannot attack the first round of 
  combat). The second and subsequent rounds of combat, the 
  bearer receives a +2 to hit this single opponent.  
   
  Rallying Cry – Once per day, the bearer of Sir Skavok’s spear 
  may give a mighty war cry. This immediately strengthens the 
  morale of NPCs fighting for the bearer, removing the need to 
  check for morale, and lasts for the entire combat. 
   
  Horse Lord – The bearer is proficient in mounted combat and 
  receives +2 to damage with the spear when fighting from the 
  back of a mount.  
  STAFF OF THE SPIDER 
  The staff of the spider is a staff +2 constructed from the chitin leg of the 
  demon lord Agsoth, killed by Ubela Lenore during her many adventures. The 
  staff has the following additional powers:  
   
  Spray of Spiders – The bearer sprays 2d6 large spiders out of 
  the end of the staff. These creatures fight for the bearer until 
  recalled to the staff or killed. If all of the spiders are killed 
  before returning to the staff, this power is lost, otherwise it 
  functions once per day.  
   
  Eightfold Sight – When the bearer invokes this power, he or she 
  can see into all spectrums of light (infrared and ultraviolet), has 
  the ability of truesight (as per the spell) and can see into the 
  
  30 
   
  ethereal plane. This power functions once per day. 
   
  Venomous Bite – The end of the staff transforms into the head of 
  a huge spider. When wielded as a weapon, the staff delivers its 
  normal damage (1d6+2) and an additional bite (hits 
  automatically if the bearer hits with the staff) dealing 1d3 
  damage. The victim is poisoned by the bite and succumbs to the 
  wound in 1d6 hours (save versus poison). The head of the staff 
  has an AC 3 and 42 hit points. If the spider’s head is killed, this 
  power no longer functions.  
  
  31 
   
  
  32 
   
  
  33 
   
  
  34 
   
  OPEN GAME LICENSE Version 1.0a 
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  35 
   
  tered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM 
  are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM. Trademark 
  license 1.2 available at www.goblinoidgames.com  
  The Curse of Cragbridge Copyright 2014, © Mystic Bull Games. Author Paul Wolfe. 
  Designation of Product Identity 
  The names Mystic Bull Games, Prisons of the Demigods, Cragbridge, Martyry of the Waveform God, and 
  The Sunken City of Xerichen are designated Product Identity. All artwork, logos, and presentation are 
  product identity.  
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  Content, specifically excluding the declaration of Product Identity. All OGC portions of this book, if used, 
  should bear the COPYRIGHT NOTICE: “The Curse of Cragbridge, copyright © 2014, Mystic Bull Games, all 
  rights reserved, contact info@mysticbull.com” 
  
  36 
   
  For five hundred years, Cragbridge has stood abandoned 
  and cursed. Within lurk the haunts and spirits of those that 
  served Lord and Lady Etheril. Some of these ghosts inhabit 
  the forms of strange insect creatures, while others guard 
  tombs deep beneath the shattered bridge tower.  
  Recently, the good knight Sir Dougal Skavok disappeared in 
  the ruins, and when the search party returned, they too were 
  missing a few members. But, they carried strange treasures 
  found there: coins marked with a double-headed raven, 
  gemstones of great value, and other ornate and gilded 
  items. They also spoke of the curses and haunts that lurk 
  there.  
  The Curse of Cragbridge is an adventure 
  for characters of any OSR fantasy game, 
  levels 1-3. 
  Featuring all original monsters and  
  unique magic items. 
  Cursed Cragbridge! 
  Prison of Sprits Betrayed! 
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Prisons of the DemiGods Adventure 1 The Curse of Cragbridge.pdf