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  “The Uncanny Abode and Final Resting 
  Place of the Mysterious Mervin H. Floyd” 
  A Pits & Perils Adventure   
  For as many player characters as you want to perish (probably 6 – 9) of at least 
  level 6 + 
  Written by Bryan S. Steward 2012     
   
  
   
   
   
  “The Uncanny Abode and Final Resting Place of the Mysterious Mervin H. Floyd” 
  (An adventure for Pits & Perils) 
  Copyright (c) 2014 by Bryan Steward 
  ………. 
  Cover Art from History of Art in Phrygia, Lydia, Caria, and Lycia (1892). Public domain. 
  ………. 
  All other art by --and Property of-- Bryan Steward (2014) 
  ………. 
  Black Paperclip Games name and Logo property of Bryan Steward 
  All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means 
  whatsoever without express written permission from the author, except in the case of brief quotations embodied 
  in critical articles and reviews. All questions to be referred back to the author. 
  ………. 
  Pits & Perils is copyright (c) by James and Robyn George 2013 
  Fear! Fire! Foes! Is copyright (c) by James and Robyn George 2014 
  “Approved for Pits & Perils” Logo is property of James and Robyn George  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  This book is Dedicated to: 
   My wife Lisa, who is the one that had faith in me, and gave me this opportunity. I would never want to imagine 
  my life without her beside me. Also a dedication goes out to my son Korbyn, and my daughter Kaedyn for being 
  the best children a Dad could ever ask for and the greatest motivation for me be the best parent I can be. 
  ………. 
  Special thanks to my normal gaming group –past and present (who puts up with great games and not so great 
  games): 
  Andrew, Korbyn, Dale, Zach, Nate, Remy, Alex, Rene, Rai, Steve, Sam, Scott, Boyd, Isaac, Glenn, Scott, Chris, 
  David, Mike, and Gary 
  ………. 
  Thanks to those that taught me how NOT to play by your horrible example: 
  John, Jeff, Bug-Mike, BatBoy-Mike, Dead-Mike, and that BIG dude that pooped himself that one night… I can’t 
  remember your name… sorry.  
  ………. 
  And a HUGE thanks goes out to James and Robyn George at Olde House Rules for being so awesome 
   
   
  I appreciate you all! 
  2014 
   
   
  
  1 
   
  Background: 
  The Mysterious Mervin H. Floyd (during his long life) was a very strange and powerful Wizard. After retiring 
  from his adventuring ways a dungeon was built to store his treasures. He was a smart man if not perhaps a bit 
  mischievous. Obviously he spent much of his life adventuring and raiding old crypts and ruins for their treasures, 
  so by knowing this he was very aware that this fate would befall his hoard as well. 
  A great amount of gold and time was put into constructing this dungeon. Being a practitioner of the arcane ways 
  and having some fellow compatriots that were skilled in the construction of traps also helped in the construction. 
  The dungeon has a peculiar way of restocking itself and resetting after each successful or failed group that 
  comes through. As a matter of fact just gaining access to the entryway is enough to deter most groups. Mervin H. 
  Floyd was not a malicious man in any sort, but if adventurers were to obtain his hard earned treasure then they 
  would have to work for it just as he did so many years ago. It is thought that he looks down from wherever he is 
  now with that quirky grin and snickers. 
  This adventure is set in the area of the authors own campaign setting of Ravensreach. The PCs will have 
  acquired (either among one of their previous journeys or encounters) a treasure map giving the rough location of 
  the dungeon and the abandoned road leading up towards the entrance. 
  Good ways to get the map into the PCs hands: 
   
  Found in a scroll tube in the treasure from a previous adventure 
   
  Won through a card game in a local tavern 
   
  Tucked in the pages of back of the groups Wizard spell book  
   
  Picked from an adventure’s pocket by the Thief of the group on their latest outing 
  The map is old and especially if the area is new to the characters the chances of them needing to consult a Sage 
  should be very high. The probability of the characters getting lost without the help of a Sage would be roughly 
  50% since the road and area mapped has not been travelled by many in at least 200 years. An Elf and Thief 
  in the group could work together and decrease this chance by 25% (having just one of these in the group would 
  lower the chances by 15%), and consulting a Sage would further decrease this by another 20%. The path is not 
  difficult once the general outline is found.   
  A Sage, however, could give more advice and even background on who Mervin H. Floyd was, any news of 
  successful or failed attempts at the treasure throughout the years, monsters inhabiting the surrounding area, 
  etc… Without the consultation of a Sage the Referee should not give away any info regarding treasure, past 
  attempts or surrounding areas. Of course the characters could always get info from the taverns and such, but 
  they will be 75% wrong each and every time. Upon reading the adventure the Referee will notice it will be in 
  the PCs best interests from time to time to give some coin and not just take it all the time. In fact, a little 
  generosity could very well save their skins.  
  I hope you enjoy running and playing this adventure into the bizarre and 
  unknown as I have writing it. I’m not going to give “Stat Blocks” for 
  monsters encountered but I will include the book and page number that 
  this info is available. Don’t take yourself too seriously. It’s meant to be a 
  goofy romp, so have fun! 
  
  2 
   
  Now let’s get started shall we? Call over your friends, and grab some dice and get to it! 
  We begin in the city of Ravensreach… 
  Ravensreach: 
  Ravensreach is a city of pretty much everything an adventurer would need. The city is built on a lonely mesa and 
  is very well defended. Temples, fighters’ guild, three of the best Dwarven blacksmiths on the planet, etc…  
  Ravensreach is one of the last adventurer friendly places a hopeful get rich dungeon delver would ever have 
  access to. 
  The major temple in Ravensreach is dedicated to Datronus: the purifier, bane of the undead, slayer of demons. 
  Ravensreach is a mostly lawful town consisting of primarily humans, a small number of halflings and only 3 
  dwarves who run the finest smith shop in the land! 
  Ravensreach is a city of: 
   
  2,350 humans 
   
  135 Hill Dwarves  
   
  3 Mountain Dwarves 
   
  No Elves, Half-Elves are known to dwell within city walls, but a few Half-Elves may reside there in 
  secret. Their fear is that they will be met with suspicion, and this belief is probably not without merit. 
  Keep in mind that most citizens of Ravensreach have never even seen an Elf, so the roleplaying opportunities can 
  be quite entertaining if one happens to be in a travelling band.   
  The Temple of Datronus: 
  They are a temple that will supply and help any party (in time of great need) consisting of at least 50% 
  members of lawful tendencies. They are even more favorable to those that are lawful good. Any chaotic 
  character (pc or npc) causing troubles are escorted out immediately! The Temple of Datronus will do the 
  following for the favorable aligned PCs: 
   
  Potion of healing: 250 gp 
   
  Potion of Cure: 250 gp 
   
  Potion of Undoing: 450 gp 
   
  Potion of Restoration: 500 gp 
   
  Elixir: 300  gp 
   
  Holy water 150 gp 
   
  Heal: 5 gp per hp restored 
   
  Cure: 100 gp 
   
  Potion of Anti-Venom: 100 gp 
   
  Null: 200 gp 
   
  Resurrection: 1,000 gp  
   
  
  3 
   
  And these are the prices to those characters that are friendly to the temple. Those opposed will either get no 
  service or be charged at least three times the cost listed above! Of course smaller temples to other deities are 
  available, but the prices are more than likely not very comparable. Ravensreach is in all certainty the city of the 
  Patron, Datronus. 
  Now gear up, and head out! 
  Getting there: 
  From Ravensreach the tomb is roughly six days travel at the base of the Ikara Mountains. Major trade roads 
  make up most of the travel, so honestly unless the PCs decide to cause trouble there really won’t be any reason 
  to foresee any. Of course along the way bandits can be seen scouting the road on horseback, but seeing the 
  strength of the party there is an incredibly high percentage that they will just pick their battle and decide to rob 
  another day. Travelling guards are met, and greeted. Traveling merchants may, or may not sell their wares at 
  roadside (doing so invites trouble down the stretch with possible bandits). Of course if the PCs are willing to shell 
  out some cash for what the merchants can have they may just think a bit of trouble might be worth it! 
  After five (possibly) uneventful days of travel the PCs manage to make it to the markings of the old abandoned 
  stretch of road leading to the tomb. The road has grown up a lot since the days when it was travelled by Mervin 
  and the rest of his troupe. An inexperienced traveler in the these parts could easily miss the turn, but not likely 
  since the PCs hopefully sprung some coin for the Sage or have an experienced Elf or Thief accustomed to 
  reading maps in the group or under employ. The group (if having a character familiar with tracking) will be 
  able to tell the fresh wagon tracks that came ahead not even a full day earlier. 
  If the PCs were wise enough to consult a Sage they will already be aware of the frequent raids on adventuring 
  groups the tomb by Ogres and worse still Giants! It is so bad that without the protection of the long since passed 
  Mervin or his Uncanny crew the tomb hardly sees any would be looter reach its doors intact… mostly becoming 
  Giant and Ogre dinner on plates made from rusted shields. If the PCs were to ever find the Giants’ lair in the 
  mountains then the hoard of treasure would probably be pretty astonishing! 
  The Giants and Ogres have found it beneficial to lair together with a great number of Dire Wolves that they 
  have domesticated. They have also, over the course of a couple generations, devised and dastardly ambush 
  technique. Thankfully for our PCs the trap has already been sprung on the unfortunate group that had but less 
  than a twenty-four hour lead to the tomb. 
  Yes, fortunate because as Referee you will be privy to what could have happened, and honestly what CAN 
  happen if the PC party tarries and the mess ahead is already cleaned up. If the group pushes on then select 
  ‘Option 1’, and if the group tarries or makes camp on this forsaken road it is your joy of being Referee to 
  subject them to ‘Option 2”. Of course the choice is theirs depending on how they want to take this path. If they 
  don’t select either option then use “Option 3”. 
  There are some raiding bands of Goblins in the area as well. They typically stick to nocturnal raids and are 
  right to fear the giants as well. There is a 50% chance of a goblin raid overnight. A raiding party will be 
  1d6+3 in number and are easily routed if casualties are taken amongst their group.  
  4 – 9 Goblins (Stats as Orc on P&P pg 29) 
   
   
  
  4 
   
  Wandering Monsters in the Outdoors:  
  Check every 12 hours while on the patrolled trade roads, and every 6 hours while “off” the road. There is a 1 in 
  6 chance of an encounter occurring for each time period. Number appearing will be as listed in the respective 
  monster listing in book. Roll 2d6 to determine encounter. 
   
  2-3: Wild Boar (P&P pg 28) 
   
  4-5: Red Caps (P&P pg 29) 
   
  6-7: Wild Men (P&P pg 29) 
   
  8-9: Ogres (P&P pg 29) 
   
  10-12: Brigands (P&P pg 28) 
  Option 1: 
  The PCs push on over the forgotten trail watching the signs of the travelers that came before them. If the tracks 
  are examined the PCs will be able to discern that one set of tracks are merely a day old while another set is a 
  week old. If a tracker is in the group it will be determined that the other set of tracks is indeed four days old. 
  Also that same tracker could detect that each grouping had one wagon and two additional horses riding 
  signally with them. About a half day journey down the trail any perceptive PCs will hear loud yelling and 
  guffawing in the distance beyond a hill much to abrasive to be any human. Upon further investigation they will 
  hear the playful yelps of Dire Wolves and the occasional scream of a male of female followed by more 
  laughter of what must be from monstrous lungs indeed. 
  To scout ahead or not is a very important option! 
  Rising above the hill the PCs will come across a very gruesome game of catch by equally gruesome players. A 
  group of Ogres and Giants are playing a “friendly” game of keep away with their pet Dire Wolves. No balls 
  are accounted for in this disturbing sight. The players are utilizing the remains of their last victims! A bit of human 
  tossed to and fro… at times snatched from the air by a leaping Dire Wolf before it found a brutish hand of one 
  of our aberrant athletes. A bit of victim tossed here… a bit of victim tossed there, and all the time the Ogres 
  and Giants placing bets and trading gold and other trinkets from their bags full of gods know what! The Dire 
  Wolves yelp, bay and chew and sometimes make a snarling circle around the three survivors of the raid.  
  These survivors are bound together and badly injured.  The horses are dead and their wagon is damaged. Their 
  stocked goods lay scattered on the ground. The survivors are tied and cannot defend themselves against what 
  they know must be coming soon. The other victims are either strewn across the area or themselves being used as 
  a gruesome chew toy.  Morgan (a human female fighter), Patroness (a human female thief), and Boren (a human 
  male fighter) are all that remain from this band of ten scrupulous adventurers. They beg the gods to see them 
  through this. 
  The PCs (unless they are insanely foolish) have the element of surprise! 
  The raiding band consists of: 
  3 Dire Wolves (as wolves P&P pg. 29) 
  3 Ogres (P&P pg. 29) 
  2 Giants (P&P pg. 28) 
  
  5 
   
  The Giants each carry bags containing 2d6x10 gp worth of coins and various other trinkets. 
  The Ogres each carry bags containing 1d6x10 gp worth of coins and various other trinkets. 
  Upon noticing the PCs the giant raiders will drop the scraps and attack the fresh meat with delight! 
   
  Option 2: 
  Not quite as fortunate for the PCs, but at least somebody gets the benefit of surprise! 
  By mid-day they are a quarter down the trail. The trail ahead seems to call for them to venture on… even the 
  horses seem impatient and start to buck a bit at the long intervals the group seems to be taking. Whether they 
  are checking the trail, the skies, or whatever… even the henchman, and hirelings (if they were wise enough to 
  bring some, are chomping at their bits to move along or see something worthwhile on this seemingly deserted 
  road. In the middle of a daydream either a PC or NPC gets a rude awakening from a wonderful tale in one’s 
  head about a maiden (or a dashing sir Knight) preparing to please the PC in a most sensual way. The character 
  lost in “la la land” indubitably takes a Giant’s heaved stone with no hit roll needed. Upon this action the party 
  encounters the raiding party that of course seems well fed and ready for a fight. 
  No roll for initiative is needed. Surprise goes to the raiders! (Referee’s Call! Tell the players to deal with it…) 
  The Dire Wolves make short work of the horses on the wagons, or to tie the horses up that have riders. 
  (Referee’s choice on that!) There are only three Dire Wolves, so use them to do the most damage. They are used 
  
  6 
   
  to this routine and the bloodshed, so either the PCs smite them or the Dire Wolves run over them as they have 
  been trained. These wolves are trained (as are the others in the lair if the PCs ever care to find it) to take out 
  the horses first, and then move on to the smaller members of the party on foot. The less “shiny” ones you may 
  say.  A mess will lie in the road made up from pieces of scrapped wagon and the littered corpses of horses and 
  human victims, but the party will have little time to ponder it as the rain of rocks comes down from the sides of 
  the trail. The Dire Wolves assault the transportation while the Ogres come at the wagon from both sides, and at 
  the same time the Giants stones crash down upon the group. After three rounds of this the Giants come out of the 
  rough along the sides of the trail.  Luckily for the raiders they have had an extra twelve or so hours to regroup, 
  so the forces opposed the PC party stands at: 
  3 Dire Wolves (P&P pg. 29) 
  4 Ogres* (P&P pg. 29) 
  3 Giants * (P&P pg. 28) 
  The Giants each carry bags containing 2d6x10 gp worth of coins and various trinkets. 
  The Ogres each carry bags containing 1d6x10 gp worth of coins and various trinkets. 
  The Raiders will attack with great tenacity. They will make checks for morale only if the Giants are being 
  defeated. The Ogres know better than to flee in sight of the Giants.  
  *time to regroup has strengthened their numbers as mentioned above. 
  Option 3. 
  The Players chose not to take either path… That sucks. You’re on your own, Dude! There are plenty of goblins 
  out there that will 
  squeal about the trail 
  if captured and 
  persuaded to talk. 
  < X marks the spot! 
  Aftermath of the 
  ambush: 
  Following the 
  (hopeful) triumph of 
  the PCs over the 
  Giants and Ogres the 
  group will more than 
  likely tend to the 
  survivors of the first 
  group if they chose 
  option one above, or 
  clean up what’s left of 
  their own group. The survivors of the first group (if any) are severely injured and unable to fend for themselves 
  or make it back to any civilization on their own. If the PCs are generous enough to leave their henchman with the 
  
  7 
   
  group they will be safely escorted back to town and one day once they have recovered they will seek out the 
  PC party and give them a gracious reward. Of course the survivors could always accompany the PCs to the 
  tomb and back, so there can be greater safety in numbers, but the injured will under no circumstances enter the 
  tomb or be capable of any type of action until properly cared for in a town or temple. 
  The group can stay for a while and recoup, but any stay over four hours or so will probably warrant another 
  Giant or Ogre attack as they will no doubt come to check on the whereabouts of the raiding party. The group 
  would be smaller of course, but any injuries the group has suffered will absolutely be a disadvantage for any 
  further encounters. After all is accounted for the entrance to the tomb will be another six to eight hours travel on 
  the trail depending on the urgency of the party. Once the PCs reach the entrance of the tomb they can rest at 
  the base of the mountain. The Giants and Ogres are a superstitious lot and will not come near the entry. 
  However other random wandering monsters may be prowling about and that option is up to the Referee. 
  The Entrance: 
  The entry way is set into the face of a mountain at the base 
  of the great Ikara mountain range. A sight at the west of 
  the entry has and can be used for camp. In fact it’s being 
  used right now!  
  At the camp are two wagons with six horses. A fire is built 
  and five human male hired hands are busy tending the 
  supplies. Immediately they notice the PC party approaching 
  and start looking nervous. They are friendly men. If 
  questioned they will not give away any information about 
  the party they are working for, but from the way they talk 
  they don’t seem to be in the employ of the most savory and 
  considerate band of adventurers. They would willingly take 
  a bribe to just abandon the site if not fearful that the group 
  inside would hunt them down and kill them.  
  However, if they are guaranteed protection and possibly 
  ridding them of their employers they would gladly “jump 
  ship” and work for the PCs. They are a hard working lot if 
  not a bit dense. 
   
   
   
   
   
   
   
  
  8 
   
  Getting in: 
  1. 
  The entry is set in the 
  side of the mountain 
  and obtainable by a 
  stairway that leads 
  upwards roughly fifty 
  feet to a stone landing 
  roughly thirty feet wide 
  and twenty feet in 
  width. A stone canopy 
  juts out from the 
  mountain supported by 
  two large pillars to 
  cover roughly fifteen 
  feet of the platform. A 
  large door is set in the 
  middle of the wall 
  ahead. An eight foot 
  tall statue stands on 
  either side of the door. 
  The statues are robed 
  humans with hoods 
  pulled hoods, and their 
  arms extended as if they were expecting something. In fact they do! Upon inspection of the large door there is 
  no sign of any handle or switch. Nothing in the sort of pushing, prying, or prodding will gain the characters 
  entry. However, on the door is a plaque delivering a message from the Mysterious Mervin H. Floyd himself. It 
  reads as follows: 
   
  “Greetings, travelers! This is the abode and final resting place of the Mervin H. Floyd. Where do I 
  lie? Only the angel knows for sure. While I was living I sat on my wealth. I know I could not take it with 
  me, and those robbers and adventurers would plot and plan to remove my hard earned treasures from my 
  home. To those that are worthy enough to have them I gladly share my stores with you, but naturally 
  certain tests and trials must be undertaken first. 
   
  You may find my abode dangerous, and possibly deadly, but it need not be. You may be 
  disenchanted and frustrated, but you need not be. Don’t let greed and haste cause you to fall. Take what 
  you find if you wish… it is alright! Well, unless I say it’s not, and then you will understand soon anyway. 
  It’s not like I can’t use my former treasures where I am now, but I’m sure you understand being the 
  adventurers and plunderers that you are. I was no different in my time here! Just do something for me if 
  you please… do not disturb my rest, and please shut the doors behind you. I can’t just have anyone 
  getting in now can I? 
   
  -MHF “ 
  Now how to get in? Not by force obviously…   
  
  9 
   
  If the PCs want to get then they must learn to give. Who else to give hard earnings, and be generous to but 
  these two obviously needy statues that guard the humble abode full of untold wealth and danger?! How much to 
  give? That is up to the PCs of course, but the more generous they are the better luck they may have and possibly 
  more forgiving the dungeon could be. I’ll not give details (that is up to the Referee), but some ideas could be 
  bonuses or penalties to saves… bonuses of penalties to hit… a slight increase or decrease in any damage done 
  by any character or creature/ trap encountered. Now don’t go crazy with this. I know how tempting it could be 
  to want to nuke the entire party for paying a measly copper piece for entry. Remember the old proverb. “You 
  get what you pay for!”  The statues being paid, the large stone door slides up and a dark tunnel awaits the 
  group. 
  This is something for the Referee to have fun with. Keep the PCs off balance some. Enjoy it, but the wise Referee 
  should be conservative in any bonuses or penalties given in any case. Once they give and enter then it is over. 
  They can spend no more. There is no “re do” so to speak. Enjoy! 
  Wandering Monsters in the Dungeon: 
  Check every two hours or so in the dungeon, or additionally, depending on how much commotion is being made. 
  Roll 2d6 and consult the table below. There is a 1 in 6 chance for encounter during these times. Numbers of 
  monsters appearing will be equal to the Stat lines in the respective book and page number listed below: 
   
  2 – 3:  Drat (FFF pg 20) 
   
  4 – 5: Hornworm (FFF pg 20) 
   
  6 – 7: Red Caps (P&P pg 29) 
   
  8 – 9: Skeletons (P&P pg 29) 
   
  10 – 12: Jelly (P&P pg 29) 
  1a. 
  Upon entry to the tomb the PCs come to a set of rough cut stone stairs that descend over fifty feet in an 
  otherwise natural tunnel. Inside the doors to the right is a lever that lowers the door to the outside with a solid 
  “THUD”.   The tunnel is pitch black and the steps are slightly mossy and can be slick if much haste is taken on the 
  descent. Don’t go charging headlong down the corridor. That is a very good way to break an ankle or a neck 
  don’t ya think? As the tunnel winds to the right and then slightly down the left the bubbling sound of water can 
  be heard ahead. Upon reaching the base of the stairs any Dwarf character can possibly determine that 
  approximately sixty-five feet in depth. At the termination of the stairs an archway to a room stands before the 
  PCs with the source of the sound of the water. Three burned out torches lay at the archway, but nothing else to 
  speak of. 
   
   
   
   
   
   
  
  10 
   
  2. 
  Through the archway the group enters a room approximately twenty feet wide, fifteen feet deep and with ten 
  foot ceiling supported by four equally spaced pillars. A large pool ten feet in diameter is located in the center 
  of the room with a high lip surrounding it. 
  The very clear pool appears to be about 
  three feet deep and bubbles with 
  seemingly clean water. 
  Two doors are located on each the east 
  side and west side of the room in each 
  respectable corner. Another door is 
  centered in the wall towards the north 
  opposite the entryway. All five doors are 
  of equal size and make being heavy 
  wood doors with iron banding. Upon 
  inspection the doors all are determined 
  to be unlocked and devoid of traps. 
  Many footprints litter the dust on the 
  floor. A couple of used vials lay beside 
  the pool. Otherwise all is normal in the 
  room… except the contents of the pool. 
  The pool is indeed magical. (Of course it 
  is! See? You already knew that.) 
  The water in the pool is pure and potable. Drinking the water will heal 1d6+3 hp of damage on the first drink, 
  1d6+1  hp on the second, 1d6 hp on the third, and a mere 2 hp on the fourth. All other attempts to drink will no 
  longer heal any type of damage for the group until the pool is “recharged”. 
  Trying to take the water out of the pool nullifies the magic, but my goodness, what good tasting water! If 
  magical items are submerged in the pool they will be drained. Potions, items, and scrolls won’t be drained, 
  however if they are in water tight containers. If a character submerges themselves in the pool then a number of 
  random effects may occur. I don’t have time to go into them here, but the magic drained from the items they 
  carry could be absorbed by the PC. Some effects could be: (depending on what is absorbed of course…) 
   
  Increase in natural armor by 1 to 3 hits (turns skin metallic color- might be able to rust!) 
   
  Whatever off the wall thing the Referee can think of 
   
  One party member we had got their legs chopped off (more to come on that later), but they were 
  strapped back on and tossed into the pool. The legs were healed but they were on BACKWARDS! 
   
  Addition to or Subtraction of Abilities (Strength, Constitution, etc…) 
   
  Magical ability to replicate certain spell effects usable twice daily 
   
   
   
  
  11 
   
  Of course these affects could be benefit or bane to the PC and any 
  items not covered above would be permanently absorbed and gone 
  for good. 
  2a. 
  Behind this door is a long thirty foot long staircase ascending over 
  sixty feet in height. The stairs are very narrow and must be taken 
  carefully especially by those in metal armor. There is a slight 
  mustiness in the room and there is no light source. A few bits of metal 
  chips are on some steps as well as scrapings against the stone steps, 
  as if a few tumbles have taken place in this stair before. At the top 
  of the stairs is a small platform and a large oaken door with slightly 
  rusty metal bindings. The door is locked. 
  3. 
  This is a room approximately twenty feet wide, and twenty feet 
  deep. The room is stone brick and the ceiling is ten feet in height. The 
  room has no light source. Roll for surprise! In the center of the room 
  the PCs spot a Gorgon, or just a statue to be exact. (The PCs should 
  probably check for soiled undergarments at this point). On the base 
  of the statue is inscribed the following. “The opposite is also true”. What this means of course is if any 
  character is turned to stone then placing them in front of this statue will revive them to a flesh and blood living 
  state. (Provided the save for constitution roll is successful, of course). Otherwise nothing else of interest is in the 
  room except for across the room opposite from the entry and to the right. If this area is checked a secret door 
  will be discovered. It is not locked or trapped.  
  4. 
  This, stone block, ten foot wide hallway is twenty feet long and turns the left another twenty feet. There is no 
  light source in the area and a musty smell hangs in the air which gets stronger with a hint of decay at the bend 
  in the hall. At the end of the hallway is a door which is locked. A sign is engraved on a copper plate on the wall 
  that says “Are you sure you really want to go this way?” Well, more accurately the “door” is a false door. 
  “Unlocking” the door actually triggers the large trap ten feet back in the hall.  
  If the door is successfully checked for traps first then the whole thing can be avoided, but once the trap is set 
  then it cannot be unset. The trap resets itself in one hour, but by “relocking” the mechanism the trap stays active 
  although a faint click will be heard (this is just the timer resetting back to one hour). The trap will spring and 
  drop 1 to 3 characters into it unless saves can be made at a -2 penalty considering the size of the pit.  
  The characters drop twenty feet down onto hard stone causing 2d6 hp of damage. The pit has two long dead 
  adventurers in the bottom along with their rusted armor and weapons and some various mixed coins equaling 
  57 gp in value.  
  5. 
  This stone room is thirty feet wide, thirty feet deep with a ceiling ten feet high. The room is supported by four 
  equally spaced pillars roughly in each corner of the room. In the center of the room is a statue of a robed man 
  with his back turned to the entry, and his arms stretched out in front as if casting some arcane spell. The statue 
  
  12 
   
  faces a six foot tall rusty grate blocking a doorway in the opposite wall. On either side of the grate is a lever 
  set about five feet in height. Either lever can be positioned up or down. Blood stains can be seen around the 
  floor of the grate. Nothing of value is in the room, but a broken dagger or a splintered shield perhaps as well 
  as some clothing with small burn marks on them. Centered in the northern wall is a secret door if the party is so 
  inclined to check the area. It is not locked.  
  5a. 
  The levers on either side of the rusted grate are 
  positioned straight out. Both levers must be 
  simultaneously positioned UP then DOWN for the 
  grate to open. If the levers are positioned in any 
  other way the statue will unleash a small lightning 
  bolt from each outstretched hand to whichever 
  character positioned the lever incorrectly. The 
  lightning bolt does 1d6 hp of damage (save for 
  half damage).  After firing the bolts the levers 
  reposition themselves in the original place. If the 
  grate is attempted to be forced open the statue 
  will unleash a series of three bolts at each character forcing the grate with no chance of save. The statue can be 
  hit and smashed with a weapon but each item striking must make a save or be snapped in two and useless. If the 
  grate is opened correctly the statue will take no action whatsoever. (A character during play finally figured out 
  the lever sequence then turned his smoking, charred rage against the statue. He still carries the head to that 
  statue to this day in his backpack as a reminder. Good times!) 
  6. 
  Through the grate the PCs enter a dark rough cut corridor with course hewn stairs covered in moss. A couple of 
  burnt out torches litter the steps as the descent gets more humid and the sound of muffled running water can be 
  heard ahead. A careful trek must be 
  made down these stairs as the humidity is 
  higher than the rooms previous and the 
  moss and stone steps are progressively 
  more slippery. (I hope you chose the 
  combat boots over the hipster “chucks” 
  today!) 
   The corridor leads in approximately 
  twenty feet and then turns to the left for 
  another thirty feet before taking a slight 
  bend about another thirty feet to the 
  right and then almost immediately a hard 
  right another twenty feet before opening 
  into a very warm humid room. A Dwarf 
  character can determine that the depth 
  descended is roughly two-hundred and 
  fifty feet. The sound of running water 
  grows louder and the humidity in the air makes the torches flicker a bit. 
  
  13 
   
  The room ahead is roughly twenty-five feet wide and twenty-two feet deep with ceilings with crude small 
  stalactites above head about fifteen feet. The slick moss covers the walls and the floor so careful footing is a 
  must. Some bones litter the far end of the room as well as some rusty bits of armor and broken swords. A hole 
  can also be seen in the floor across the room from which the noise of the water is coming.  
  Roll for surprise! The room is occupied by a very large tentacle covered mass! The creature fights as a level 4 
  monster. (Compare to the Stranglebones creature in FFF pg. 20, but this creature is NOT undead.) 
  The Creature is very large because he has been well fed in this location. This creature is intelligent, and if it is 
  reduced to one-half or lower of total hits it will attempt to ensnare a meal and flee down the hole (with a 
  splash) into the catacombs below. Any character being taken this way will never be seen again. Anyone foolish 
  enough to leap into the hole after them will be swallowed up by the current and drowned by the underground 
  river. 
  Chimtiller (Comparable to Stranglebones in FFF pg 20, NOT undead) 
  7. 
  Beyond the secret door this connecting ten foot long passageway opens up into a room twenty feet wide, twenty 
  feet deep with a ceiling twelve feet in height. In the center of the room stands a large pillar and when the PCs 
  enter the topmost portion of it glows with a strange blue light that fills the room. On the pillar are pictorial 
  scenes of what appears to be stories from Mervin’s life showing him wielding magic against many different sorts 
  of creatures. In the far corners of the room are four ceramic urns holding roughly 37 to 53 gp of mixed coins 
  each.  
   8. 
  Two doorways open up from the main “pool room” into this large room. The two doors are separated by a 
  thirty foot long wedge shaped divider that tapers from the left. The room itself is a full twenty feet in height and 
  supported by five large alternating pillars down the expanse of the one-hundred and ten foot long room. As the 
  PCs enter the room the topmost parts of the pillars flicker on with a strange blue light that fills the room. The 
  room starts of at a width of thirty feet, then tapers down on the left hand side ten feet in width at the eighty 
  feet mark and then tapers down another ten feet in width at the one-hundred foot mark and then the room 
  comes to an end at ten more feet. This large room has stone block floors and walls that are dry and dusty. 
  Along the northern wall there are two doors positioned at the thirty foot mark and another at the eight foot 
  mark and at the far corner of the wall is an iron grate with a lever at the right hand side. There are signs of 
  encampment in this room (ranging from broken bottles, scratch pieces of paper and even a loose fork or two). 
  The first door heading west is unlocked and it appears to have been picked and opened recently. The door 
  opens up into a thirty foot long corridor with another door at the end. The door is unlocked, but very stuck!  
  The second door to the west is locked and still in fact has a piece of broken pick sticking out of it. The pick must 
  of course be extracted before the lock can be picked. The previous “thief” obviously didn’t do well at his job 
  and made a mess for the next attempt. Any Thief attempting to pick this lock will suffer a -1 penalty. Not bad 
  for a skilled Thief, huh? No worries… right? 
  As this happens 2d6 Skeletons pick themselves up and turn their attention towards the party eagerly wanting to 
  deal with their little “life” problem they seem to be having. 
  2-12 Skeletons (P&P pg 29) 
  
  14 
   
   
  8a. 
  At the end of the room is a grate with a lever set at the right hand side. If searched the PCs will discover no 
  locks or traps either on or around the grate, and the dust around the opening seems to be a bit thicker. The 
  lever operates as a jack to raise the grate. Upon lifting the grate there is the small switch that can be flicked to 
  set the lever in the UP position, so that the portal stays open.  
  8b. 
  At the end of the wedge shaped divider there is a secret door that is locked. The room itself is thirty feet in 
  length and ten feet in width. At the end of of the room is a 
  wooden chest bound in iron. The chest is magically trapped 
  and if touched without being dispelled the character will 
  take 1d6+1 hp in electric shock. A saving throw can be 
  made for half damage. The shock recharges itself every five 
  minutes, but it disarms after the lock is picked. The chest 
  contains 138 gp, and gems equaling 1424 gp in value. 
  9. 
  The room beyond the secret door is twenty feet wide, 
  twenty feet deep with a fifteen foot high ceiling. One door 
  is set in the north wall directly opposite from the entry and 
  another door in the eastern wall at the far end. The room 
  has no light source and over the stone floor large amounts 
  of dried blood can be seen as well as a few splintered 
  shields, a couple broken bits of weapon, and a punctured 
  helmet or two. These seem to be gathered around the two 
  doors oddly enough… 
  A chest sits on the center of the wall on the left hand side. A 
  piece of parchment is stuck on the lid of the chest by means 
  of a dagger. “Take only what you need. Don’t be 
  greedy… anything more will attract unwanted attention.” 
  The chest is not locked. The chest contains the following: a 
  mass of gold coins and gems (roughly 6,341 gp worth), but 
  on the top of the pile is a simple (but large) copper key. (It opens the door to room 13 only) 
  
  15 
   
  If the characters take anything more from the chest than the key then the PCs should roll for surprise as two 
  Rattler Devils appear in the room and they will each attack with great metal hooks.  When the devils appear 
  the doors instantly lock. Both devils fight as level 7 monsters, and are in P&P pg. 28. 
  These Devils will fight until killed and at that point they disappear. They will also break the attack and vanish if 
  all treasure (save the copper key) is returned to the chest and the lid shut. After the battle the doors unlock. 
  (Yeah, they are jerks like that…) 
  2 Rattler Devils (P&P pg 28) 
  10. 
  This opens up into a musty hallway with the smell of decay hanging in the air. The hallway is thirty feet in length, 
  ten feet in width, and ends in a locked door. A sign on the door says “Sometimes the guy in front is the lucky 
  one.” If the door lock is picked without being searched for traps and having the trap successfully disarmed the 
  floor falls out ten feet behind the character attempting to pick the lock. From one to three unlucky adventurers 
  will fall into the pit trap unless a successful save can be made with a -1 penalty. The fall is twenty feet deep 
  and does 2d6 hp in damage as the characters fall on top of three other long dead blokes. Nothing of value will 
  be on the dead save about 32 gp value of assorted mixed coins. The trap resets itself after ten minutes. 
  11. 
  The door opens up into a room thirty feet wide, thirty feet deep and with ceiling reaching about twelve feet.  
  Upon opening the room there is a very strong and strange chemical smell coming from the room. This smell 
  begins to fade as the door stays open for a bit, however it will be nauseating to most characters entering the 
  room. A successful Constitution save will negate the effects of the aroma. Otherwise grab your buddies 
  backpack and let go of your lunch in there. I’m sure they won’t mind. 
  Upon quick inspection of the room it seems to be devoid of any clutter, but what the characters will notice first is 
  more than likely the large chest sitting in the center of the room. There are two doors on the far wall past the 
  chest. One door is in each corner section and both, upon inspection, will prove to be unlocked.  A set of thieves 
  tools rest beside the chest but appear to be partially eaten by some type of acid. The acid that melted the tools 
  is now inert, but the tools are worthless.  
  The chest in the center of the room is heavy 
  mahogany wood with iron bandings and seems 
  to be attached to the floor and cannot be 
  budged. On the banding on the lid is engraved 
  “Some mistakes costs friendships. Lost unto 
  the four ends of the earth.” Upon inspection of 
  the chest it will be found to be locked. It is also 
  trapped as a competent thief will be able to 
  determine. Failure to disarm the trap activates 
  the trapped floors in the room upon opening of 
  the chest. Tapping the floor around the room will alert the cautious character of the hollow sound while over the 
  trapped areas. 
  The room is trapped and 10’ x 10’ sections of flooring on the North, South, East and West sides of the chest will 
  quickly slide out dumping anyone standing on the sections into the acid filled pit below the room.   
  
  16 
   
  (However, they may make a successful save to jump to safety and even then heavily armored characters suffer 
  a -1 penalty.) Falling into the acid will kill any character instantly as they and any belongings carried will be 
  totally eaten away in a mere minute.  The trapped floor resets itself within five minutes of closing the lid on the 
  chest.  
  The chest contains mixed coins and gems totaling roughly 873 gp value and two (wizard spell) scrolls in an ivory 
  scroll tube. 
  12. 
  This unlocked door opens into a small room that 
  measure ten feet wide, ten feet deep and only ceiling 
  only six feet in height.  Inside the room is a circular trap 
  door in the floor and beside that is a crowbar with a 
  parchment note wrapped around it.  Written on the 
  note is the following: “Made it this far, but now I am 
  alone and even with the treasure I have found I 
  cannot carry it all out on my own. Good luck to 
  whoever finds this. Peace out!” – signed Freddy Fast 
  Fingers 
  The trap door can easily be lifted off with the crowbar and leads to a small crawlspace to the south. This leads 
  to area 12b. 
  12a. 
  Upon entering this unlocked door the characters will notice on the floor is a circular trap door. The door can be 
  pried off with much difficulty with a crowbar or similar tool, or can be popped up easily by a switch on the 
  underside if coming from area 12 and 12b respectively.   
  Beyond the trap door is a dark hallway ten feet in width and height stretching forty feet in length before 
  turning sharply to the left another twenty feet ending in a stone wall with a large door set in the center of the 
  wall.  The door is very solid and no signs of weak points can be determined.  Set in the center of the door is a 
  copper faceplate and a lock. Engraved in the slightly tarnished copper plate is the following: “Did you get 
  what you needed?”  Upon further inspection of the lock any thief character can determine that the complexity 
  was way beyond their abilities.  The lock is enchanted to break any thieves’ picks that are used to try to unlock 
  this device. In actuality the only method of opening the door is the Copper Key that hopefully found earlier in 
  area 9. If the PCs use the copper key it will turn easily in the lock and with a solid click the key will sink into the 
  lock letting door will slide open to the right.  
  12b. 
  This small tunnel connects the area 12 and 12a together.  This incredibly cramped tunnel three feet wide and 
  three feet in height, and stretches a length of about fifteen feet.  Most large characters and ones that are in 
  moderately bulky and bulky armor will not be able to squeeze through the tunnel and will more than likely get 
  stuck, and obviously that is no fun!  A secret compartment is hidden about halfway through the tunnel on the left, 
  but is not difficult to spot. The compartment is not locked and upon opening the character will discover a small 
  chest that contains four large blue gems and a note saying: “Give to the blind, so that you may see.”  
   
  
  17 
   
  13. 
  Upon unlocking the door with the copper key the door slides away to reveal a very dark musty, and dust filled 
  room. The room appears to be about thirty feet wide and thirty feet deep with the ceiling reaching fifteen feet 
  in height.  The air in the room is very dry and stuffy. There are four pillars in the room that are each etched with 
  strange dust filled engravings. Upon the characters entering the room the tops of the pillars flicker on with an 
  eerie blue light. No foot prints of any sort are seen in the room besides the ones the current inhabitants of the 
  room are making. This room has not seen anyone come through in quite some time.  
  Along the far north wall a statue of an old robed man with crossed arms stand in each corner. Upon further 
  inspection it appears that their eyes have been hollowed out. If the gems from area 12b are put in each of the 
  statues sockets they will glow faintly and a chest will appear against the wall between the two statues. The chest 
  is unlocked and will actually pop open on its own the instant it is touched.  
  Contained in the chest is:  mixed gold and silver pieces equaling roughly 476 gp, a few large handfuls of gems 
  approximately worth 5,756 gp, and a small jewelry box with a gold ring and a note inside. The note states as 
  follows:  “The coins and gems will do you well to get you out of a bind for sure, but this ring will be all that 
  satisfies a certain lady.” 
  14. 
  If this room is entered from the south the PCs will 
  come through a corridor twenty feet in length and 
  roughly ten feet wide as well as in height. The door 
  at the opposite end is unlocked and not trapped. 
  Beyond that door is a room, thirty feet wide by sixty 
  feet long that tapers in the northern most point to a 
  hallway that is roughly ten feet wide and twenty feet 
  long ending in a locked iron bound wooden door. The 
  room contains ten stone support pillars spaced evenly 
  down the length of the room in two rows. Broken 
  statues of adventuring men and women litter the floor 
  and those that are inspected have the look of terror 
  on their petrified expressions. A vampiric gorgon 
  named, Pepren LaToune has been cursed to guard 
  Mervin’s abode until the end of her days and, 
  frankly, she’s not too happy about that. She was once 
  an old adventuring partner of Melvin’s until she tried 
  to cheat him and steal his belongings. He discovered 
  her plan and cursed her to forever keep his 
  possessions safe, but never be able to leave his home. 
  Pepren has, overtime, become obsessed with 
  collecting her trophies and storing them in this room 
  for future victims to see before she strikes. She also 
  carries a ring of keys for the abode that slightly 
  jingle and may give her away mere seconds before 
  
  18 
   
  an attack. (Treat Pepren as a vampire in P&P pg. 29 with the ability to turn victims to stone as a gorgon on P&P 
  pg. 28) there is a 75% chance that Pepren will be in this room, and if she is not then she most certainly will 
  arrive within 2d6 rounds. 
  Putting on the ring from area #13 is the only thing that can break this curse if she can somehow obtain it. She 
  has not been able to find the ring as a part of the curse, but she will be aware if another person is wearing it 
  and will stop at nothing to claim it for herself. If the party turns the ring over to her she will snatch it out of the 
  hand of the one offering and disappear into the shadows, but if the party refuses to give her the ring or is 
  clueless of its importance then she will attack without mercy to claim it. If this means turning the wearer to stone 
  and breaking it free from his/her petrified hand then she will do it without a hesitation. She also wields a 
  magical sword (+1) and a cloak of invisibility which she will use to her advantage. 
  15. 
  Both doorways of this room (north and south) are spiked shut and require some force to get them open. The 
  room is filled with a pale blue light coming from the tops of the support columns. The expanse is quite large, 
  being eighty feet long, and fifty feet wide towards the center of the area. The room tapers sharply at its south 
  end becoming a ten foot wide doorway and the northern end of the room begins a gradual taper at its 
  midpoint to thirty feet wide and then tapering again to a similar doorway ten feet wide as the south entrance.  
  A rival party has barred themselves up into this room to make camp, and have been investigating a glowing 
  sarcophagus in the center of the room. Eight support pillars (four to the south of the sarcophagus and four to the 
  north) are spaced throughout the room.  
   
  Upon forcing entry into the room the rival party took hiding spots behind the pillars save the wizard and cleric 
  who seem bent on removing the lid of the sarcophagus.  As they touch the lid blue arching bolts of energy 
  crackle around the base and the smell of ozone wafts through the room. The two grave robbers barely give the 
  PC party a second thought it seems but find it difficult to hide the look of nervousness on their faces. If the PCs 
  approach the sarcophagus they will notice a faint “humming” that grows louder each step they take.  
   
  If the party members get within twenty feet of the sarcophagus or show any threatening behavior the rival 
  members will appear from their hiding spots (if they have not already been detected) and will brandish their 
  weapons. They are not the friendliest of people and aren’t willing to share any claim to treasure they may find. 
  They will attack if threatened, however the wizard and cleric will still attempt to remove the lid while the others 
  fight. 
   
  The rival group is as follows: 
   
  Jon Milocker- level 4 Thief (Dexterity, Wisdom) – Leather armor, Dagger +1 
  Biltrek Burna- level 4 Fighter (Constitution) – Chainmail, Shield, Long Sword 
  Buds Aberdek – level 2 Fighter (Strength) – Chainmail, Shield, Club 
  Piddleskip Sambo- level 5 Wizard (Intelligence) – Staff +2 
  Howie B Shcott- level 3 Fighter (Constitution) – Chainmail, Long Sword 
  Howie B Rod-ger- level 3 Fighter (Constitution) – Chainmail, Long Sword 
  Herbie D Bump – level 5 Cleric (Wisdom) – Platemail, Mace +1 
   
  They also have four non-combatant porters: Willy, Pinto, Lefty, and Clyde who will continue to hide during the 
  fight. (The other hirelings were outside at the camp. You’ve already met them.) 
   
  After two rounds of combat, if the wizard and cleric are not stopped, they will open the lid to the sarcophagus, 
  therefore freeing two Rattler Devils that have been trapped inside. They will not hesitate to attack anyone who 
  is closest to them and will continue until they sustain injuries equaling half their total hits whereupon they will then 
  flee. These two devils are both fight with large metal hooks as level 7devils in P&P pg. 28. They attack until 
  destroyed. 
  
  19 
   
  16. 
   
  Upon entering this room from the south the PCs find themselves on a slippery staircase roughly thirty feet long 
  headed into a very dark room. Upon reaching the tenth step a trap triggers causing the stairs to become a slide 
  into the mucky, slime filled room below. The room is forty feet long and thirty feet long at its widest point with a 
  ceiling that reaches roughly fifteen feet. The room tapers on the north and south ends to a width of ten feet. The 
  room is supported by four stone pillars spaced in a rectangle pattern in the center area, but they are nothing 
  out of the ordinary. The slime has no ill effects but will cause skin to tingle and is thoroughly disgusting and 
  difficult to walk through. Until special care is taken to remove the slime the 
  PCs may suffer -1 to -2 penalties on tests in combat or those activities 
  requiring strength or dexterity. The slime takes at least thirty minutes to clean 
  off of armor and equipment, and clothing may just need to be changed out 
  completely. The northern most part of the room ends in a stone archway and 
  crude stone steps that appear to lead to part of a natural cavern. 
   
  17. 
   
  Upon passing the iron grate to the south the characters enter and descend a 
  very dark “S” shaped passageway ten feet wide that stretches about ninety 
  feet in front of them. About ninety feet down the tunnel a passageway 
  branches off to the right about thirty or so feet, and also straight ahead 
  there are more steps descending down about another forty feet further to 
  where a faint greenish glow can be seen in what appears to be another 
  room in the distance.  
   
  18.  
   
  Two small tunnels lead into this room that is roughly thirty feet in width and 
  thirty feet at its longest point. The room is part of a natural cavern area that 
  looked like it was half-way taking shape as a cut room. Stone chunks still lie 
  in the room and if a character is careless they might just twist an ankle. A 
  couple of broken shields and swords lie scattered on the floor. They are rusty 
  and pretty much worthless. If a careful search of the room is made 62 gp 
  worth of mixed coins will be found as well as a magical dagger +1. On the 
  eastern part of the room is an arch-way blocked by a grate made of heavy 
  iron bars. If they are forced they will not budge, and roughly ten feet up the steps on the other side a lever can 
  be seen on the wall that activates the mechanism to raise the grate. Obviously it cannot be reached from this 
  side by normal means.  
   
  19. 
   
  This dark stairway leads down into a large naturally made room roughly seventy feet in length and ballooning 
  out to around fifty feet at its widest point. The room is covered from floor to ceiling in a weird luminous moss 
  that quickly fades if picked or scraped off the surface. This moss is harmless, but may be used by clever wizards 
  in the production of certain potions and brews. On the floor in the north-west part of the room a gaping hole 
  about five feet in diameter leads to some unknown caverns below. The moss grows down this hole about four 
  feet then gradually stops. Any character wishing to descend this hole will find it very slick and treacherous and if 
  a dexterity save is not made at a -2 penalty they will plummet to their certain death below. If the characters 
  wish to descend with rope and a harness then obviously that is allowed, so the Referee is encouraged to make it 
  the den of some horrible beast of their discretion. These catacombs are not mapped, so have fun! 
   
   
   
   
  
  20 
   
  19a. 
   
  On the eastern wall of the previous area a strange outcropping of stone with less moss will be discovered if the 
  room is searched. Upon more inspection it will be recognized as a rotating stone door. It will take a combined 
  strength of three characters to move this door. As the door rotates to the right a small round room about ten feet 
  in diameter is revealed and inside is a middle-aged human male standing in the center of the room in apparent 
  stasis. The man will not respond if spoken to or prodded in any way. His skin glows faintly as the moss does in 
  the previous room. If the man is removed from the room he will return to consciousness, but will have no memory 
  whatsoever. He speaks an odd dialect that anyone with decent wisdom or intelligence will recognize as an old 
  dialect from a nearby land. The man will follow the characters given the chance, but probably won’t be much 
  good in a fight for quite a few days. Over the next couple of months his memory will return and he will recall his 
  name (Dr Willen Enstiga), and the fact that he is indeed a level 8 Fighter. 
   
  Any deceased character placed into this room and shut up for at least an hour will be revived, but will have 
  “lost time” from the past couple of days.  Also, one drawback from being revived from the chamber is having 
  your skin glow (as the moss does) for 1d6+1 weeks. This makes it difficult to sneak around or for your spouse to 
  sleep next to you without an eye mask of some sort. Just look at it this way though… at least you’re alive! 
   
  20. 
   
  Entering this connecting room the characters will no doubt notice a very large square column in the center. The 
  column seems to be separated into three equal size (and very large) square blocks with about a two inch groove 
  between each one. The column is covered 
  with hieroglyphics and script. Upon closer 
  inspection the writings tell stories and 
  poetry (mostly humorous) in different 
  languages about talk about short people, 
  amputees, or just drunk people falling flat 
  on their face. Typically these little quips 
  will be signed by (obviously) bogus 
  writers with names like Stubby McGee, 
  Bompus de la Kneecap, Flatins Ala 
  MaFays, etc.  
   
  Pressure plates surround the column and 
  are each about two feet in length. 
  Anyone standing on either side of the 
  column would have triggered the 
  mechanism. They are extremely difficult to 
  spot, and the proximity of searching may in fact place the searching character on top of one of these plates. 
  There is a -2 penalty for any successful search to notice the plates. Large patches of dust covered dried blood 
  can also be seen on these plates with just a bit of light brushing.  A couple minutes into reading these horrible 
  pun-filled tales the characters hear a click and a mechanical whirring sound coming from the column that last for 
  approximately ten seconds.  
  
  21 
   
  After this ominous 
  sound then they 
  hear the 
  unmistakable 
  pinging of a 
  large spring 
  tightening. An 
  eerie silence is all 
  that follows. 
  NOW WHAT?!  
   
   
  I’m sure at this 
  point the 
  characters will 
  stop and look 
  down to notice 
  the pressure 
  plates they are 
  standing on 
  around the pillar 
  have activated. 
  (If they have not 
  notice the plates 
  already)  
  If the characters 
  back away or 
  jump back from 
  the column a 
  large blade will 
  quickly extend 
  out of the lowest 
  groove (about 
  knee level) 
  surrounding the 
  column and spin 
  around cutting 
  through cloth, 
  leather, sinew, 
  and bone. After the scything blade makes three revolutions it slides back into the column with the sound of tight 
  pinging springs and the click, click, click of mechanical gears winding down. 
  All characters caught in the trap will take 3d6 hp of damage except those wearing metal armor will take 2d6 
  hp of damage. A successful dexterity save -2 will be allowed to sustain only half the damage rolled (round up!) 
   
  Obviously if the characters heed the poems and stories on the column and realize what is going on prior to the 
  trap springing they can go prone and crawl away with the blade only blowing their hair as it passes by. Being 
  caught in this trap certainly has the ability to maim any character unfortunate enough to be in its path and at the 
  Referee’s discretion if any character falls to ZERO or lower hp it may be treated as an amputation. The 
  character still may die from blood loss, but there may be a chance that a cleric could at least save one or two 
  characters from perishing. Just a possibility… 
   
  The trap resets itself in five minutes. 
   
  
  22 
   
  In the north western corner of this room there is a secret door, and also twenty feet down the corridor on the 
  north east there is an unlocked door. The door to the southwest is locked with a average lock. The door to the 
  south is spiked shut from the other side if the characters have not already dealt with the rival party in area 15 
  and freed the door.  
   
  20a. 
   
  Past the locked door there is a dark stairway headed down twenty feet to a grate with large iron bars (to thick 
  and heavy to bend or lift) and an unfinished room to the opposite side. On the right wall of the stairway about 
  ten feet down there is a lever on the wall that raises and lowers the grate.  
   
  21. 
   
  Behind the secret door is a corridor that is roughly ten feet wide and twenty feet long until it turns the corner to 
  the right and heads down another twenty feet to a 
  locked door. Once the characters round the corner and 
  head towards the door a pit trap will open up in the 
  floor and the character in the lead must make a save or 
  fall into the trap. It is a fairly small opening so the 
  likelihood of them catching themselves as they fall is 
  pretty good, however heavily armored characters may 
  have some difficulty (-1 penalty). The pit is a full thirty 
  feet deep and its being so narrow may be 
  advantageous for the victim to forcefully slow their fall 
  on the way down. If a strength save is made the 
  character will receive half damage, otherwise they will 
  sustain a full 3d6 damage. After the pit is open the 
  members of the group can safely walk around it with no 
  harm.  
  The pit resets after five minutes. 
   
  22. 
   
  Beyond the locked door is a squared room that measures 
  thirty feet by thirty feet and a ceiling that reaches ten 
  feet in height. The room is made of block stone and a 
  blue light seeps through all the cracks of the stonework 
  illuminating the room in a pale glow.  In the center of the 
  room is a stone statue of a warrior in full armor, shield 
  and sword facing a doorway on the eastern wall. A 
  dagger with a parchment note is stuck into the door and 
  it reads as follows: “A word to the wise! It is ok for you 
  to open the door, but I would not let anyone else try.”  
   
  Basically, anyone with a high wisdom is allowed to open the door. If you don’t have WISDOM checked on that 
  little character sheet then the guardian statue will animate and attack until it is destroyed, the “un-wise” 
  character is killed or they leave the room. The Guardian Statue is 5th level and attacks as a Golem in P&P pg 
  28. 
   
   
   
   
   
   
  
  23 
   
  23. 
   
  Behind this door is a wedge shaped room that tapers out from the door to a measurement of forty feet in length 
  and up to twenty feet in width towards the south. There is an unlocked chest on that far wall that contains four 
  books on the creation and control of Golems. These Tomes are worth a sizable chunk of gold to the right wizard, 
  and they can likely fetch up to 3 to 4 thousand gp in value for each to the right collector. Sometimes it is 
  dangerous to advertise finds like this though. 
   
  24. 
   
  This stairway extends twenty feet down to a steel grate with no visible way of opening it. The room on the 
  opposite side is visible and appears empty aside from six pillars and a throne on the opposite wall. This is quite 
  simple really... The grate must be forced open either magically or physically, and after being opened and 
  passed through it slams closed behind the players. Just don’t be standing under it when it slams down because 
  that would hurt. (Just a bit…) 
   
  25.  
   
  This room is measures fifty feet wide by forty feet in length with a ceiling extending twenty feet in height. This 
  ceiling is supported by six stone pillars and on the far side sits a large stone Throne appearing to be made of 
  marble and covered with furs. A thorough search of the throne will reveal that it in fact slides away from the 
  wall on built in rollers on tracks to the left. It is still quite difficult to move and if at least three characters work 
  together it will be able to be pushed back revealing an archway five feet in height that leads to another room.  
   
  26. 
   
  Past the hidden door behind the throne is a room that measures thirty feet wide by twenty feet in length. The 
  ceilings are a full ten feet in height and the room shines with a blue glow from tiles in the blocks above head. 
  The room contains five chests total. Three chests are on the northern wall, and two chest are on the west and east 
  walls respectively. The chests are all unlocked and none are trapped. 
  They contain the following (starting from the far left and working around) 
   
   
  Chest 1: a mix of coins equaling 534 gp  
   
   
  Chest 2: a mix of gems totaling 2358 gp 
   
   
  Chest 3: a mix of jewelry worth 3421 gp 
   
   
  Chest 4: two spell books and five books full of magical research (as with the Tomes on Golems above in 
  area 23 these books can demand a great price to the right customer. 
   
   
  Chest 5: a robe (of eyes), a pair of black leather boots (of levitation), two rings (fire resistance / spell 
  use), a dagger (+1), and a nifty pointy hat (Magician’s Hat). All are magical. 
   
   
   
   
   
   
   
   
   
   
  
  24 
   
  27. 
   
  Past the locked door leading to this area the characters discover a hallway stretching fifty feet in length. Ten 
  feet into the hall is a stairway that leads down twenty feet to what appears to be a door with a large dial 
  mechanism in the center and an arrow that can be rotated to rest on one of the four images that line the 
  circumference of the dial itself. The images consist 
  of a Dragon, a Star, a silhouette of an Angel, 
  and a Diamond.  
   
  If the dial is turned to rest on the Dragon a huge 
  gout of flame will shoot through the corridor 
  doing 2d6 damage to all in its path unless a 
  successful save is made for half damage. 
   
  If the dial is turned to rest on the Star a beam of 
  blue light will shine through the corridor then each 
  party member will have 1d6 magical items 
  drained permanently (this includes scrolls and 
  potions). 
   
  If the dial is turned to rest on the Diamond a 
  beam of white light will shine through the corridor 
  then each party member will notice all carried 
  (treasure based) wealth will vanish. This does 
  NOT include magical items or articles of mundane 
  clothing.  
   
  If the dial is turned to rest on the Angel a blinding 
  flash (lasting 1 to 3 rounds) will come from the 
  seal then each party member’s wounds are all healed instantly and the floor rumbles slightly as a section twenty 
  feet in length from the dial begins to lower slowly like an elevator. Over a period of an hour even the dwarves 
  of the party (if any) will feel lost underground and will start to doubt their own bearings.  
   
  27a. 
   
  The elevator lowers for what feels like at least six hours (Nap Time!) until finally the end section of the hallway 
  rises revealing a glowing, and almost transparent length of corridor measuring roughly twenty feet. A large 
  golden door sits and the end of the corridor and is engraved with what can only be images of a war between 
  what appears to be Angels and Demons. The door has no handles of any sort but when touched it opens slowly 
  into a large luminous room. 
   
  28. 
   
  The glowing room seems to measure about fifty feet in length and width with ceilings that reach to twenty or so 
  feet in height. The air in the room will seem strange and the characters may get a strange sensation of euphoria 
  and vertigo as they walk through the room almost effortlessly. The ceilings are supported by four large pillars 
  that appear to be made of marble inlaid with gold. In the center of the room is a large golden sarcophagus, 
  and behind that lies a large chest made from fine wood and bright metal. The large chests is unlocked and 
  inside are various gems and gold totaling what can be estimated at least 103,476 gp worth of value. Also 
  inside the chest is a pouch of six rings allowing the wearers to survive the elements of the outer planes.  
  The chest will almost lift itself and the characters can get it outside of the room with little effort. After they leave 
  the room it will become quite weighty, but the chest alone has an estimated value worth almost 2,000 gp.  
  Once the characters leave the room the doors will shut behind them and the ride back “up” to the main area of 
  the abode will take five or so minutes to complete.  
  
  25 
   
   
   
  IF Mervin’s sarcophagus is 
  disturbed at least twenty angelic 
  beings will appear with flaming 
  swords and attack without 
  hesitation, and all in the party 
  will surely die.  
  To be fair, HE warned you about 
  that from the beginning.  
   
  There is a great possibility that 
  many of your party made it 
  through with enough cash to help 
  them in the constructions of their 
  own keeps, towers, guilds or 
  whatever they have in mind. That 
  is a great thing! This adventure 
  can certainly be used as a one 
  off from the normal campaign to 
  stock the characters up some and 
  prepare them for the tough road 
  ahead when they are torn 
  between defending these 
  properties on a regular basis 
  and heading out to the wilds 
  looking for more adventure the 
  chances of they’ve never even 
  seen before.  
  Use this as a springboard for 
  further challenges that take the 
  campaign to new levels.  
  Enjoy the ride! 
   
   
   
   
   
   
   
   
   
   
  END  
  
  26 
   
   
  
  27 
   
  
   
  
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  This is the back cover… nothing ever 
  happens here. 
  
SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Adventures & Settings/Pits & Perils The Uncanny Abode.pdf