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Ghost Crest Peak

Lv 5-10

Ghost Crest Peak · p.1 · ghost-crest-peak

Open source p.1 ↗
Run 0/18 visited· 13 fights left

Ghost Crest Peak

Three relics have been stolen from their owners, and worries have spread about the power one person would have with all three in their possession. Word of a substantial reward for their return spread, with a poem as the only clue: Spear of sea, beyond the flood, "On haunted peak, plume of white, Secured by the sluice. Lies your material pleasure. Through the charmers' pool of mud, Stole away in dead of night, The beast must be induced. Those artifacts you treasure. Blade of black hath evil caught, Ancient hammer, past statues odd, Placed in luxury's lap. Over geysers that boil and bubble. The third treasure is in the vault, Protected by ancient emperor-god, below the ziggurat." Its power turns mountains to rubble. The former owners of Sunder, Undertow, and Voidedge have combined resources to hire the party, promising whatever they wish if they are able to retrieve the relics. They believe the "plume of white" hints to the geyser-spewing mountain, Ghost Crest Peak, known to be the former home of a tyrannical mage.

Overview

Ghost Crest Peak is a mid-level adventure, meaning it is intended for Levels 5-10 in any B/X-derivative roleplaying game. This is intended to be as compatible as possible with any B/X-derivative Dragon Game. It was written in the format of Vagabond, but its ease of adaptability means you can use the following systems to run this Quest:

  • Basic Fantasy RPG
  • Black Hack/Black Sword Hack
  • Cairn
  • Into the Odd
  • Knave
  • Mörk Borg
  • Old School Essentials
  • ShadowDark
  • Vagabond

HOOK

Use any of these hooks to place the adventure in your current campaign. 1. Three Relic weapons have gone missing, and the thief left a calling card. A group of benefactors has hired the party to retrieve the Relics after the thief left a poem hinting at the peak. 2. A set of stairs leading up to an entry in the middle of the mountain catches their attention. Especially with the storm rolling in! 3. A 20,000g bounty was placed to find a band of fugitives. They were lead by Sir Ludo, a former knight serving a sentence for murder, and were all offered a shortened sentence to search the peak. However, they haven't been heard from since.

RUMORS

Rumor 1A 20,000g bounty is placed on an errant knight and his mercenaries at the peak. 2The nearby swamps are home to a cult of a reptile god. People in a nearby town have gone mad with conspiracy. 3Legend speaks of a magnificent menag­ erie of monsters at the peak. 4A cook is paying for meat from shellfish rumored to live in the mountain. 5Traders have heard howls from the peak at night, especially during a full moon. 6Nomads believe the tomb of one of their ancient rulers was moved to the peak.

FACTIONS

A few factions exist in the dungeon: 1. Bugbears & Ogres. Enchanted to serve the mage into eternity. They wander throughout and perform maintenance on the peak by resetting traps and clearing up corpses. 2. Mummy Lord (Area 6). Eternally restless and wrathful after being moved to the peak centuries ago by the architect of the dungeon. 3. Ludo's Brigands (Area 15). A band of prisoners who were sent into the peak to retrieve the artifacts. Led by Sir Ludo, a knight who was found guilty of treason and sentenced to lead the prisoners. 4. Frotha & Macelle (Areas 8-10). An enchantress cursed with lycanthropy and a former member of Ludo's Brigands. Macelle broke from the mercenaries after falling in love with Frotha, and now serves as her guard. Frotha was trying to get the sphinx here to remove her curse, but failed her riddle and is now trapped here. 5. Chap the Halfling (Area 18). Oni in disguise. Lost a bet to the mage of the lair, and is stuck serving him for another 700 years.

No extracted maps for this adventure — the map is in the source book: Open source p.1 ↗

Sections (5)

Travel p.3 ↗

READING AREAS

This dungeon is written using a room element key system, which labels the types of elements with a symbol.

AREA NAME

X.

Descriptive text to help the GM goes here. Important elements likely seen at a glance are HIGHLIGHTED. The room key symbols appear below, always in the following order:

  • MISCELLANEOUS: Details to note.
  • VISION: Only listed if it has mechanical impact, such as darkness.
  • HAZARDS: Environment dangers, such as Difficult Terrain and Traps.
  • MAGIC: Magical effects and their source.
  • ENCOUNTER: Encounters that occur the first time the Heroes enter.
  • ITEMS: Items found in the area.
  • ↑TRANSITIONS: The arrow points in the direction of the Area.
  • ?SECRET: A Secret that can be revealed through specific actions.

READING STATS

Statblocks are formatted for Vagabond, but can be used for other dragon games with small conversions. For more on this, see "Bestiary" on page 17.

Travel

Place Ghost Crest Peak wherever you like. If you are looking for some inspiration, the mountain has traditionally stood out in a dank marsh with some locations nearby:

DEATH DRAGON'S DOMAIN: Over 18 northwest of the peak, a lichdragon has made its domain.

KOBOLD'S CAVITY: Small cave 2 miles southeast of the peak, which can serve as a shelter.

DHANKWEED'S:Apothecary hermit 6 miles north of the peak.

RUINS OF CAER KOUSM: To the west lies the ruins of an ancient, cursed castle.

TWISTED THICKET: To the east, a swamp land has served as the home to a colony of serpent men. TRAVEL RANDOM ENCOUNTERS Random Encounters snakemen taking a prisoner to their king in the Twisted Thicket. 2Lightning strikes, animating a shambling mound nearby. skeletons traveling from the Caer to the dragon's domain. stirges swarm from the mires, looking for blood. 5Rain downpours in this hex and all adjacent hexes for C Shifts. 6A band of nomad traders running from a griffon.

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Dungeon p.4 ↗

Dungeon

The party can enter Ghost Crest Peak from a spiral staircase. The interior is visible thanks to bioluminescent ALGAE that grows on the walls. After descending hundreds of feet, the air grows thick with humidity, and the stairs let out to a MUCK- covered corridor [1. ENTRY].

  • MUCK: One-foot deep, swamp- like muddy waters cover the floors of Areas 1–4, 7, and 14. The effort required to trudge through this muck causes it to be Difficult Terrain.
  • ALGAE: Bioluminescent algae floats atop the muck and coats the walls, keeping most areas visible.

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Aftermath p.16 ↗

If the party successfully retrieves the three Relic Weapons, they have completed this Quest. Most groups would have a hard time giving up such powerful Relics, so a few alternative endings have been provided: 1. Mysteriously, the original owners disappeared. Even stranger, no one can recall ever having spoken with them, or any legend of Ghost Crest Peak. 2. The weapon(s) don't want to leave the party. They feel a tug of destiny, and refuse to allow the original owners to wield them any longer.

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Bestiary & Conversions p.17 ↗

Bestiary

The following Guidelines can help convert statblocks to the system of your choice.

SILVER STANDARD

Treasure throughout is shown using Silver Standard. To convert to Gold Standard, multiply gold (g) and copper (c) values by 10. Silver is fine as-is.

D20 ROLLS

In games where GM-controlled characters roll their Checks and Saves, add their Hit Dice (HD) count to their roll if they are good with the Check.

SAVE DCS: Use 16 for Save DCs forced by Enemies.

HIT POINTS

OLD SCHOOL: Roll a number of s equal to its HD for Hit Points, or use the assumed HP in their statblocks.

CONTEMPORARY: Use the assumed HP and add the HD number to it. For example, an HD: 4 (18 HP) Being would have 18 + 4 = 22 HP.

SENSES

Description Sense Allsight Isn't fooled by illusions or invisibility. BlindsightIt can see even if it is Blinded. DarksightIt can see in darkness. EcholocationIt can see by hearing. SeismicsenseIt can see anything touching ground it is touching. TelepathyIt can see anything that can think.

ATTACKS & SPELLS

ROLL HIGH: Result = + HD

THAC0: THAC0 = 20 - HD

DAMAGE

OLD SCHOOL: No change.

CONTEMPORARY: Damage + HD

SPEED

Description Type ClimbCan move on walls at this speed. ClingAs Climb, but also on ceilings. SwimCan swim at this speed. PhaseCan move through walls. Speeds are indicated as either -, Standard, or Standard with a modifier (such as 1/2 Standard, 2×Standard, etc). Standard is the distance a normal human can move on a Turn in the system of your choice.

ZONE

Description Zone FrontMove Close to Melee attack. MiddleMove Close to Melee attack and fall back to Near. If at half HP or lower, act as Back. BackStay Far to Ranged attack and Cast.

MORALE

Enemies make Morale Checks at the following times during a Combat: ◆The first death in their Group. ◆Their HP is at half or less, or half their Group is Incapacitated. To check Morale, roll and consult the Group's Leader's statblock. If the result is higher than its Morale, the Group fails and either retreats or surrenders.

By Type None as Unarmored as Unarmored plus Shield as Leather as Leather plus Shield as Hide as Hide plus Shield as Chain as Chain plus Shield as Scale as Scale plus Shield as Plate as Plate plus Shield as Splint as Splint plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield as () Plate as () Plate plus Shield Use the comparison in the statblock's brackets to determine Armor Class. You will then need to know how your system of choice handles its Armor mechanic:

MITIGATION (MIT.): Vagabond, Into the Odd, Black Sword Hack (max 3)

DAMAGE REDUCTION DIE (DRD): Mӧrk Borg

ASCENDING ARMOR CLASS (AAC): Knave 2E

DESCENDING ARMOR CLASS (DAC): Basic/Expert, Old School Essentials

SHIELD : D&D 5e, Pathfinder, ShadowDark

SAVING THROWS

Old School HD ERW 1-3131516 4-6111314 7-991012 10-127810 13-15558 16-18336 19-21224 22+222

ARMOR

Mit. DRD 0 0 1 1 1 2 1 2 2 3 2 3 3 4 3 4 4 5 5 6 6 7 Contemporary ERW +4+3 +6+5 +8+7 +10+9 +12+11 +14+13 +16+15 +18+17 AAC

  • All attacks hit - 10 11 12 13 13 14 14 15 15 16 16 17 17 18 17 18 18 19 19 20

You can use the following guideline to interpret how Reflex, Endure, or Will Saves should be interpreted:

REFLEX: Breath, Dexterity, Agility

ENDURE: Death, Poison, Constitution, Fortitude, Toughness

WILL: Magic, Charm, Wisdom

# APPEARING

Indicates how many typically appear if randomly encountered. DAC Shield 9 10+DEX 8 12+DEX 7 11+DEX 6 13+DEX 6 12+DEX (max ) 5 14+DEX (max ) 5 13+DEX (max ) 4 15+DEX (max ) 4 14+DEX (max ) 3 16+DEX (max ) 3 18 (STR 15 req.) 2 20 (STR 15 req.) 2 17 (STR 15 req.) 1 19 (STR 17 req.) 2 19 (STR 15 req.) 1 21 (STR 15 req.) 1 20 (STR 15 req.) 0 20 (STR 15 req.) 0 21 (STR 15 req.) 22 (STR 15 req.)

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Item Descriptions (Overview) p.25 ↗

Item Descriptions

BONUS/PENALTY:Modifiers to stats affected by the item.

BOUND: Must perform a 10 minute Bonding ritual before using its Powers.

FABLED: Only one is known to exist. () PLATE ARMOR Relic Heavy Armor

  • () Bonus: [as () Plate].

ARMOR OF VULNERABILITY Relic Heavy Armor (Cursed) Once worn, the Armor will not come off unless the curse is removed.

  • Cursed Armor: Once worn, it will not come off until the curse is removed.
  • () Vulnerability: Reduces Armor by 3.

BOOTS OF THE HARE Relic Boots The wearer's Speed is 30' if it was otherwise lower, and they can jump 3× their normal jump distance. POTION, CONTROL DRAGON Alchemical Item (Potion) The consumer gains the ability to control a Dragon they can see for 1 Hour. This requires Focus on the control. It will not obey commands that clearly harm itself. Once the Focus drops, the Dragon becomes Hostile. POTION, ESP Alchemical Item (Potion) The consumer gains the ability to read minds with Telepathy out to Far for 1 Hour. Using this sense requires Focus, and it is obstructed by 1 inch of lead or more than 2' of stone. POTION, HEALING Alchemical Item (Potion) The consumer regains HP equal to a number of determined by the Potion's Rank, plus a modifier equal to its Rank. Rank Healing I Healing II Healing III RING OF FLYING Relic Ring The ring has 4 charges. A charge can be spent to grant the wearer a Fly Speed of 60' for 10 minutes while wearing it. RING OF PROTECTION, () Relic () Ring Grants a bonus to Armor and Saves equal to its bonus shown. In systems where Enemies do not roll Saves, this is a penalty to Checks to Target them. SPELL SCROLL (DISPEL MAGIC) Relic Parchment Can be read to cast the spell from it, which causes the scroll to vaporize. Reading this Scroll allows the reader to dispel a magical effect within Far no larger than a 20' cube. This does not affect Relics. Magic effects created by a caster of a Level or HD lower than the reader's end. Otherwise, it requires a passed Will Save with a penalty equal to the difference. SPELL SCROLL (PROTECTION FROM EVIL) Relic Parchment Can be read to cast the spell from it. Doing so causes the writing of the Spell to disappear. A Protection from Evil Scroll creates an Aura out to 10' from the reader for 1 Hour that moves with them. Those in the Aura have Favor on Saves forced by Hellspawn, Undead, and other evil creatures. Roll Value 2g 50s 7g 50s 25g

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Rooms (18)

1 1. Entry p.4 ↗

Spiral stairs leading to a flooded, MUCK-covered corridor. The hallway leading further in is illuminated by the bioluminescent algae.

  • MUCK:[P. 4]
  • ↑ [2. INTERSECTION] 16

AREAS

POINT CRAWL MAP

15 14 13 17 18 REACTIONS Reaction 2-3Hostile 4-6Aggressive 7-9Untrusting 10-11Neutral 12+Friendly If it is unclear how the monsters in the dungeon feel about the party, you can roll on this table to determine their reaction. 12 10 11 4 8 9 5 7 2 6 1 3

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2 2. Intersection · Green Slime,Selkie,Sphinx p.5 ↗

A FORCE FIELD prevents from moving into the intersection from the south, and a SPHINX stands on the other side. The intersection branches in three directions.

  • MUCK:[P. 4]
  • PIT: 10' long and deep pit, halfway through the NW hallway.
  • FORCE FIELD: Magically prevents movement into the intersection.
  • SPHINX (DEFENSIVE): In the intersection. If its RIDDLE is answered, it becomes Indifferent to the party, drops the FORCE FIELD and moves to the South. Otherwise, it attacks.
  • ↖ NORTHWEST: [13. COPPER CORRIDOR].
  • ↑ NORTH: There is a 10-ft-deep pool halfway down the hall to the right. At the bottom is a RUSTY VALVE. The hall continues to [7. SELKIE DEPTHS].
  • ?RUSTY VALVE: Needs a passed proper Check to turn. Turning the valve drains the waters from Areas 1–4, 7, and 14 after 10 minutes.
  • ↗ NORTHEAST: Either south to [3. GLOBE ROOM] or north to [4. GOLEM CHAMBER]. A 10' patch of Green Slime lurks in the algae halfway down the hall.

SPHINX Large Outer (Beyonder) HD: 12 (54 HP)Speed: 2×Standard (Fly 4×Standard') Zone: Frontline Morale: 10 Senses: Allsight, Telepathy (Far) Armor: 4 [as Plate plus Shield] Immune: Physical from non-Relics Status Immunities: Berserk, Charmed, Confused, Frightened ACTIONS Multi-Attack: 2×Claw and either 1×Roar or 1×Cast Roar [Action, all Beings who hear it | Will] (2/ Day): Frightened (C, and Dazed if within Near) Claw [Melee Attack]: 10 () Dispel Magic [Cast, 20' Cube | Will] (Focus): Magic effects of its choice are dispelled. This doesn't affect Relics. Remove Curse [Cast, Touch]: Removes a curse from the Target ABILITIES Future Sight: Hinders all Saves to Block or Dodge its Attacks. Supreme Mind: Its thoughts can't be read by Telepathy and it regains 18 () HP if subjected to any attempt to cause it to become Berserk, Charm, Confused, or Frightened. Magic Ward II: Cast Checks that include it as a Target have a penalty.

RIDDLE

Hide by day, guide by night. Wish-fallen, traveler's dream.

ANSWER: "Star" GREEN SLIME Medium Primordial HD: 2 (9 HP) Speed: - Zone: F Morale: 12 Senses: Blindsense Armor: 0 [as Unarmored] Immune: Acid Weak: Cold, Fire Status Immunities: Blinded, Fatigue, Prone ACTIONS Consume [Melee Attack]: 9 () and Burning (C). It becomes a Green Slime if it dies this way. ABILITIES Living Sick: Sunlight and any effect that ends the Sickened Status or kills bacteria instantly kills it.

Foes tap HP · attacks roll
  • Green Slime HP 9 LV 2
  • Selkie
  • Sphinx HP 54 LV 12

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3 3. Globe Room · Elemental, Air,Shadow p.6 ↗

The wood door to this room is warped from moisture. If the party enters, this door magically seals shut behind them and a KEYHOLE appears where the door was. Inside, SIX GLOBES of silver dangle from the ceiling.

  • MUCK:[P. 4]
  • ?GLOBE 1: Shadows
  • ?GLOBE 2: Air Elemental, sapphire necklace (1,200g value)
  • ?GLOBE 3: Ring of Flying
  • ?GLOBE 4: SILVER KEY and a TELEPATHIC RING.
  • ?GLOBE 5: 9 gems (60g value).
  • ?GLOBE 6: Polymorph Potion
  • ?KEYHOLE: Magically seals the wall. This is not a lock, and therefore must be dispelled with Magic or unlocked with the Silver Key.
  • ⊡ SILVER KEY: If used on the keyhole, the door reappears and will not seal shut again.
  • ⊡ SENTIENT RING: Makes promises of its power, claiming to be a () Ring of Protection that grants immunity to being Charmed, allows the wearer to fly, doubles their Speed, and grants one wish. The ring is able to do so, but only in this room and in a way that would affect this room. The wish it grants is an illusion.
  • ↑ [2. INTERSECTION]
  • ↑ [4. GOLEM CHAMBER]

SHADOW Medium Undead HD: 3 (13 HP) Speed: Standard (Phase) Zone: Frontline Morale: 12 Senses: Darksight Armor: 1 [as Leather] Weak: Physical from Silvered Weapons Status Immunities: Charmed, Fatigue, Frightened, Paralyzed, Prone, Restrained, Sickened, Suffocating ACTIONS Life Drain [Melee Attack]: 5 () and pass [Endure] or Fatigue. If this kills it, it rises as a Shadow ABILITIES Nightwalker: Can’t Move or Target over lines of salt or in areas illuminated by Sunlight. It is Incapacitated and Burning () while in Sunlight. Shadow Stealth: It is Invisible in the Dark. ELEMENTAL, AIR Large Primordial HD: 12 (54 HP) Speed: 0' (Fly 2×Standard) Zone: Midline Morale: 10 Senses: Blindsense Armor: 2 [as Chain] Immune: Poison, Shock; Physical from non-Relics Status Immunities: Fatigued, Prone, Restrained, Sickened, Suffocating ACTIONS Gust [Ranged Attack]: 9 () plus 4 () if flying ABILITIES Living Gale: Extreme gusts surround it out to Near Hinder Ranged Attacks Targeting it. Seep: It can enter the space of other Beings and openings as small as 1 inch without squeezing.

Foes tap HP · attacks roll
  • Elemental, Air HP 54 LV 12
  • Shadow HP 9 LV 2

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4 4. Golem Chamber · Golem, Clay p.7 ↗

Five CLAY GOLEMS stand in front of a stairway on the north wall. An audible MAGIC MESSAGE plays out when when the partyopens the door.

  • MUCK:[P. 4]
  • CLAY GOLEMS: Each of the five clay golems have a number branded on their chest: 5, 7, 9, 11, and 13.
  • MAGIC MESSAGE:"One of five is out of place. Answer right for an ally. Answer wrong and surely die." The intended answer is '9', as it is not a prime number. However, some answers to this riddle that are technically correct. If the players can come up with a technically correct answer, it works.
  • ↑ [5. DISKS & GEYSERS]
  • ↓ [2. INTERSECTION]
  • ↓ [3. GLOBE ROOM]

GOLEM, CLAY Large Artificial HD: 5 (26 Health)Speed: 1/2 Standard Zone: Frontline Morale: 10 Senses: Darksight Armor: 3 [as Chain plus Shield] Immune: Shock, Poison Status Immunities: Charmed, Fatigued, Sickened ACTIONS Multi-Attack: 2×Slam Slam [Melee Attack]: Blunt. ABILITIES Magic Ward I: Cast Checks Targeting it have a penalty. Unbaked: If it takes 5 or more Fire from a single damage instance, it is Petrified (C Rounds).

d8

d6

Foes tap HP · attacks roll
  • Golem, Clay HP 54 LV 12

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5 5. Disks & Geysers · Mummy Lord p.8 ↗

Nine wooden disks are suspended by chains across this room, 50 feet above a pool of BOILING MUD. Two GEYSERS erupt with steam and muck.

  • BOILING MUD: Beings in the mud are Burning (35 ()).
  • GEYSERS: Run this room as a Combat. The geysers always take the first Turn. On the geyser's Turns, roll the die shown for the geyser. Whenever it rolls a 1, that geyser erupts. See the ERUPTION DAMAGE table.
  • ↑ [4. GOLEM CHAMBER]
  • ↓ [6. SARCOPHAGUS CHAMBER]

ERUPTION DAMAGE

Distance Close (Red) Near (Orange) Far (Yellow) When eruptions occur, everyone in the room takes damage from the intense heat. This damage may increase based on their Distance from the geyser. If a geyser deals damage to someone on a disk or climbing the walls, they must pass an [Endure] Save with a Penalty based on their Distance. On a fail, they fall into the BOILING MUD. Damage Penalty MUMMY LORD Medium Undead HD: 13 (58 HP) Speed: Standard Zone: Backline Morale: 12 Senses: Darksight Armor: 3 [as Splint] Immune: Poison; Physical from non-Relics Weak: Fire Status Immunities: Berserk, Charmed, Confused, Fatigue, Frightened, Sickened, Suffocating ACTIONS Glare [Cast, Sight | Will] (Recharge C): Frightened (C, Paralyzed) Cursed Touch [Melee Attack]: 10 () and pass an [Endure] Save or be Cursed (can't regain HP, and it loses 10 () HP every day) ABILITIES Magic Ward II: Cast Checks that include it as a Target have a penalty. Doom Magnet: Near Enemies can't gain Favor. Zombie: It can't be reduced below 1 HP unless dealt by a Crit, damage it is Weak to, or while this Being is in Sunlight.

Foes tap HP · attacks roll
  • Mummy Lord HP 58 LV 13

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6 6. Sarcophagus Chamber · Mummy Lord p.8 ↗

The VOID dark chamber houses a SARCOPHAGUS.

  • VOID: Magic darkness can't be nonmagically illuminated.
  • MUMMY LORD: Remains in slumber until someone disturbs the SARCOPHAGUS
  • ⊡ SARCOPHAGUS: Disturbing it awakens the Mummy Lord. Under it is a niche that hides Sunder, 900g, 10000s, a Spell Scroll (Dispel Magic)
  • ↑ [5. DISKS & GEYSERS]
Foes tap HP · attacks roll
  • Mummy Lord HP 58 LV 13

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7 7. Selkie Depths · Frotha,Selkie p.9 ↗

A large, submerged chamber. Stairs to an area of dry flooring are on the north side of the room. Two SELKIES lurk in the DEEP WATERS of this area.

  • ◒ DEEP WATERS: Only the farthest 5' of the south, west, and north sides of the room are shallow. Otherwise, this entire room is 30' deep.
  • SELKIES:2 Selkies try to charm anyone into drowning.
  • ?SELKIE CHAMBER: The entry to this chamber submerged. Within is the LOOT below.
  • ⊡ LOOT: 60g, jewelry (200g), () Plate Armor
  • ↓ [2. INTERSECTION]
  • → [8. SPIRALING TUBE]
  • ↑ [11. SLUICE GATES]

SELKIE Medium Fae HD: 5 (22 HP) Spd: Standard (Swim) Zone: Backline Morale: 4 Armor: 3 [as Plate] Weak: Shock ACTIONS Bite [Melee Weapon]: 3 () Enchant [Cast, Near | Will] (1/Day): Charmed (C Rounds, it must use its Move to get closer to this Being) ABILITIES Selkie Shapechange: It can skip its Move to turn into a woman or a seal. It maintains its Health in these forms. FROTHA Medium Cryptid (Shapechanger) HD: 4 (18 HP) Spd: Standard Zne: Frontline Mrl: 9 Senses: Darksight Armor: 2 [as Leather] Immune: Physical unless Weak Weak: Physical from Silvered Weapons ACTIONS Fear [Cast, Near Aura | Will] (1/ Day): Frightened (C) Haste [Cast, Self (Focus)] (1/ Day): 2×Speed Stench Cloud [Cast, Sphere 20' (Focus) | Endure] (1/Day): Sickened ( while in the cloud) Barrage [Cast, Remote | Dodge] (3/ Day): 7 () Multi-Attack (as Werewolf): 2×Claw and 1×Bite Bite [Melee Attack] (as Werewolf): 3 (). If damaged by this, pass a [Will] Save or be cursed with Werewolf Lycanthropy. Claws [Melee Attack] (as Werewolf): 2 ()

Foes tap HP · attacks roll
  • Frotha
  • Selkie

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8 8. Spiraling Tube · Frotha,Selkie p.10 ↗

This hallway contains a greasy, spinning TUBE that leads to a door to the east. There's a lingering smell of rotten eggs.

  • ◆ TUBE: Covered in oil, painted black and white stripes. It spins fast enough to knock anyone walking through it off their feet. Every 10', pass a [Reflex] Save with a penalty or fall Prone.
  • ◆ LOOKOUT: A lookout in Area 9 (Macelle) shoots a flaming arrow through a slit in the east wall when intruders are halfway through, igniting the oil. All Beings in the Tube are Burning (C). The hole is then shut and Macelle alerts Frotha.
  • ?INSPECTING: The oil is flammable.
  • ← [7. SELKIE DEPTHS]
  • ↑ [9. LOOKOUT]
  • ← [11. SLUICE GATES]
Foes tap HP · attacks roll
  • Frotha
  • Selkie

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9 9. Lookout · Frotha,Mercenary p.10 ↗

A human man and an elven woman occupy this room that otherwise only contains a table and a few benches. On the table sits a SPELL BOOK and a candle.

  • ◆ EXPLOSIVE RUNES: The cover of the spell book is written with explosive runes. When these runes are read, they deal 20 () to the reader and half that damage to all Close Beings.
  • FROTHA & MACELLE: The enchantress Frotha and her lover, the mercenary Macelle, occupy this area. If Macelle dies, Frotha makes her werewolf form known.
  • SPELL BOOK (EXPLOSIVE RUNES): If the Explosive Runes are dispelled, the Spell Book can be read safely and contains the Fear, Haste, Dispel, Gas, Gust, and Ward Spells.
  • ↓ [8. SPIRALING TUBE]
  • ↑ [10. FROTHA'S CHAMBERS]
Foes tap HP · attacks roll
  • Frotha
  • Mercenary

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10 10. Frotha'S Chambers · Frotha p.11 ↗

Ornate room adorned with beautiful curtains and a luxurious RUG. A mosaic on the ceiling depicts a gorgeous summer sky, and a comfortable queen-sized BED sits in the northeast corner. A BUFFET of delicious food sits on a table next to a CHEST with iron fittings.

  • ◆ CHEST: Contains the LOOT shown below. If opened without the command word known to Frotha, "Snarl", the chest lets loose a cloud of stench. All Near Beings must pass an Endure Save or be Sickened (while in the cloud, their action is automatically spent retching). This cloud lasts until dispelled or dispersed.
  • BED, BUFFET, RUG:Illusionary. Actually a pile of hay, rations, and ratty cloth.
  • ⊡ LOOT: 2000s, 300g, seven gems (185g each).
  • ↓ [9. LOOKOUT]
Foes tap HP · attacks roll
  • Frotha

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11 11. Sluice Gates · Selkie p.11 ↗

To prevent flooding from Area 12, these solid metal doors only push open from the south, and must be pulled open from the north.

  • → [8. SPIRALING TUBE]
  • ↑ [12. GURGLING BUBBLE]
  • ↓ [7. SELKIE DEPTHS]
Foes tap HP · attacks roll
  • Selkie

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12 12. Gurgling Bubble · Crab, Titanic p.12 ↗

Sweltering heat fills this ELASTIC tunnel that opens up into a dome in a boiling lake. The stone floor extends out into the boiling chamber, where a TITANIC CRAB stands guard over a CHEST. A glowing band is visible on one of its claws.

  • ◆ ELASTIC: This entire area is protected from the boiling lake by a MEMBRANE. If the membrane is cut open, the entire area fills with boiling water in (C Rounds).
  • TITANIC CRAB:[P. iii]
  • ⊡ CHEST: Undertow [P. 26]
  • ↓ [11. SLUICE GATES] MEMBRANE

HD: 3 (12 HP)

IMMUNE:Cold, Fire, Armor: 2 [as Chain] Poison, Shock

WEAK: Slash CRAB, TITANIC Huge Beast HD: 15 (67 HP) Speed: Standard (Swim) Zne: Frontline Mrl: 12 Status Immunity: See Runic Band ACTIONS Claw [Melee Weapon]: 10 () and Restrained ( penalty to break) if it is smaller. This Being can only Restrain up to two Targets this way. ABILITIES Amphibious: Breathes air and water. Runic Band [Relic]: It can't be Berserk, Charmed, Confused, or Frightened. The band disintegrates if removed from it.

GHOUL Medium Undead HD: 2 (9 HP) Speed: Standard Zone: Frontline Morale: - Senses: Darksight Weak: Physical from Silvered Weapons Status Immunities: Charmed, Frightened, Sickened, Suffocating ACTIONS Multi-Attack: 2×Claws and 1×Bite Bite [Melee Attack]: 3 () Claw [Melee Attack]: 2 () and Paralyzed (C) ABILITIES Zombie: It can't be reduced below 1 HP unless dealt by a Crit, damage it is Weak to, or while this Being is in Sunlight.

Foes tap HP · attacks roll
  • Crab, Titanic

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13 13. Copper Corridor p.13 ↗

COPPER PLATES line the walls of this 80-foot long corridor of ankle-high water. The CHARRED CORPSE of an armored humanoid shape can be seen halfway down the hall. Water around it bubbles and boils. You see another room to the north, with a set of stairs leading further in.

  • CHARRED CORPSE: Human male wearing plate armor, appears to have been heading south. No injuries aside from the burns.
  • ◆ COPPER PLATES: Run this as Combat Rounds. Anything in contact with metal is Burning (x) where x corresponds to the colored area. Each area is roughly 20 feet in length: Blue = Yellow = Green = Red =
  • GHOULS: Asleep in the room marked with a skull () are 8 Ghouls. Noise in this area alerts them, and they wait to ambush anyone that moves north beyond the copper plates for 10 minutes.
  • ↘ [2. INTERSECTION]
  • ↑ [14. SLIP AND STAB]

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14 14. Slip And Stab p.13 ↗

A room completely made of a reflective SILVERY SUBSTANCE. Two five-foot wide PITS lined with sharp, rusted blades stretch north to south across the room. The only wall that appears to be a different material is a BRICK WALL to the west. Doors can be seen on the northwest and northeast walls.

  • ◆ SILVERY SUBSTANCE: Walls, cloor, and ceiling are frictionless. Movement in any direction slides that Being to the furthest open space in that direction as if they had walked, dropping them in a PIT if they slide over it.
  • ◆ PIT: 10 feet deep open pits with razor blades at the bottom. A Being that falls in takes damage and must pass an Endure Save or be Sickened (C Rounds, gains 1 Fatigue each Round).
  • BRICK WALL: Illusionary.
  • ↑ [13. COPPER CORRIDOR]
  • ↑ HALLWAY: N to [15. LEVITATING CREEK] or S to [17. MAD MENAGERIE]

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15 15. Levitating Creek p.14 ↗

A STREAM floats in the air, runing from the west to the north wall of this room. Six ROWBOATS lay about the area.

  • ↗ STREAM: Moves to [16. LUDO'S HIDEOUT]
  • ↓ HALLWAY: E to [14. SLIP AND STAB] or S to [17. MAD MENAGERIE]

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16 16. Ludo'S Hideout · Mercenary,Sir Luto p.14 ↗

Sir Ludo's Band hides in this room from the wandering monsters of the dungeon.

  • SIR LUDO'S BAND:Sir Ludo and 6 Mercenaries will wait to ambush anyone who rides into this room on the stream.
  • ↓ STREAM: Moves to [15. LEVITATING CREEK]
  • ?SECRET PASSAGE: The farthest-west 5 feet of the south wall are illusionary, and lead back to the Hallway.

SIR LUTO Medium Humanlike HD: 12 (53 HP) Speed: Standard Zone: Frontline Morale: 11 Armor: 7 [as () Plate plus () Shield] ACTIONS Multi-Attack: 2×Greatsword Greatsword [Melee Attack]: 9 () plus 7 if failed by 10 or more ABILITIES () Shield [Relic Shield]: Bonus to Armor () Plate [Relic Plate]: Bonus to Armor Boots of the Hare [Relic Boots]: Wearer's Speed becomes 30' if it was otherwise lower, and they can jump horizontally thrice their normal jump distance. MERCENARY Medium Humanlike HD: 4 (18 HP) Speed: Standard Zone: Frontline Morale: 11 Armor: 4 [as Plate plus Shield] ACTIONS Longsword [Melee Attack]: 4 () a b c d

Foes tap HP · attacks roll
  • Mercenary
  • Sir Luto

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17 17. Mad Menagerie · Crawdad, Giant,Manticore,Scorpion, Giant,Sea Lion p.15 ↗

Terraced, inverted ziggurat with FOUR TIERS containing giant, warped beasts. The layer below the entry is a ring of an aquarium containing cow-sized shellfish. Below that, a terrarium of huge scorpions. Third down is another aquarium with ravenous sea lions and, at the bottom, three manticores snarl at a DOOR.

  • ◆ TIERED TERRARIUMS: Each is 10' deep and 10' wide.
  • ◆ DRAINS: If any of the aquariums are broken, they flood to the next tier. If they flood the bottom tier, drains empty the water in 10 minutes.
  • FOUR TIERS:(A) 6 Giant Crawdad, (B) 6 Giant Scorpion, (C) 4 Sea Lions, (D) 3 Manticore chained with adamantine
  • ?NORTH WALL: Safe in the wall of Tier D has 6,000s and a necklace (300g)
  • ↑ HALLWAY: NE to [14. SLIP AND STAB] or N to [15. LEVITATING CREEK]
  • ↓ DOOR: Hallway to [18. CHAP'S CHAMBER]

SEA LION Large Cryptid (Beast) HD: 6 (27 HP)Speed: 1/2 Standard (Swim HD: 6 (27 HP) Standard) Zone: Frontline Morale: 11Zone: Midline Armor: 2 [as Scale] ACTIONS Multi-Attack: 2×Claws and 1×Bite Bite [Melee Attack]: 7 () Claw [Melee Attack]: 3 () ABILITIES Amphibious: It can breathe air and water. Pack Hunter: Targets Close to one of this Tail Spike [Ranged Attack]: 3 () Being's Allies are Vulnerable to its attacks. CRAWDAD, GIANT Large Beast HD: 5 (22 HP) Speed: Standard (Swim) Zone: Frontline Morale: 8 Armor: 2 [as Chain] ACTIONS Multi-Attack: 2×Claw Claw [Melee Attack]: 9 () and Restrained if smaller ABILITIES Amphibious: It can breathe air and water. SCORPION, GIANT Large Beast HD: 4 (18 HP) Zone: Frontline Morale: 11 Armor: 2 [as Scale] ACTIONS Multi-Attack: 2×Claw and 1×Sting Sting [Melee Attack]: 2 () and pass [Endure] against Sickened or Fatigue. Claw [Melee Attack]: 5 () and Restrained if its the second of this Being's Claw to hit it this Turn. MANTICORE Large Cryptid Speed: Standard (Fly 2×Standard) Senses: Darksight Armor: 2 [as () Hide] ACTIONS Multi-Attack 1 (1/Day): 3 ()×Tail Spike Multi-Attack 2: 2×Claws and 1×Bite Bite [Melee Attack]: 5 () Claws [Melee Attack]: 2 () # Appearing: Speed: Standard # Appearing: Morale: 9

Foes tap HP · attacks roll
  • Crawdad, Giant
  • Manticore HP 27 LV 6
  • Scorpion, Giant HP 18 LV 4
  • Sea Lion HP 27 LV 6

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18 18. Chap'S Chamber p.16 ↗

A luxurious living quarter with an opulent COUCH, and exotic tapestries and rugs about. Living here is CHAP, a male halfling in opulent clothing currently smoking a hookah.

  • CHAP: A shapeshifted Oni, whose real name is called Nefleqes.
  • ⊡ COUCH: Under is Voidedge, 2500g, 4 necklaces (275g each), Healing Potion III, Control Dragon Potion, Scroll (Protection from Evil), Armor of () Vulnerability
  • ↑ [17. MAD MENAGERIE]

CHAP (ONI) Large Outer (Hellspawn, Shapeshifter) HD: 8 (36 HP) Speed: Standard (Fly) Zone: Backline Morale: 11 Senses: Darksight Armor: 5 [as Chain plus () Ring of Protection] ACTIONS Cone of Cold [Cast, 60' Cone | Endure] (1/Day): 36 () Charm Person [Cast, Remote | Will] (1/Day): Darkness [Cast, 20' Sphere]: The Area becomes magical darkness, and snuffs out any light sources. Sleep [Cast, 20' Sphere | Endure] (1/Day): Unconscious (C, ending early if awoken) Gaseous Form [Cast, Touch | Endure] (1/Day): Turns into an incorporeal cloud of gas for the duration. Multi-Attack: 2×Claw Claw [Melee Attack]: 6 () Invisibility [Cast, Touch | Will] (Focus): Turns Invisible for the duration. ABILITIES Regenerate III: Regains 13 () HP on each of its Turns. () Ring of Protection [Relic Ring]: Grants a bonus to Armor, and a penalty to Checks Targeting it.

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