Tuesday, September 30, 2014


V STORAGE ROOM. This room is large and roomy with a ceiling height of twelve feet, on average. The following items are stacked against the north, east, and west walls:

  • Seven casks of fruit and nuts, holding apricots, cherries, dates, apples, pears, chestnuts, and almonds
  • A basket holding dozens of heads of lettuce
  • Three wooden boxes, nailed shut, holding several pounds of dried beef jerky each
  • Six barrels of salted fish
  • Twenty bottles of rum and seventeen bottles of whiskey
  • Loose jars of honey and jam
  • Twenty four sacks containing oats, flour, turnips, raisins, carrots, and leeks
  • The carcass of a giant weasel
  • A battered wooden container holding old nails, pairs of scissors, a broken lantern, bits of thread, a rusty saw, and sixteen unmatched wax candles
  • A pile of six short swords, nine daggers, two hand axes, and a morning star
  • An iron cooking pot holding paint brushes and a miniature bird cage with the skeleton of a canary inside
  • Six hooded lanterns and seventeen flasks of oil
  • Thousands of sheets of paper, torn from books and placed in a pile; used for giant rat messenger's messages
  • Antique writing desk with ink and quill pens

The food items are edible, for the most part, though none are fresh.

Monday, September 29, 2014


U TRAPPED CORRIDOR. About half way down this corridor there is a giant spring-loaded mousetrap holding a nugget of gold (5 gold crescent value) as the bait. If set off, the trap would do 1-6 points of damage, but it can be easily disabled by even a non-thief.

This is only a distraction from the real trap, however. The act of disabling the mousetrap's spring releases a wire which causes sharp wooden stakes mounted in the wall to crash together, causing 1-10 points of damage to everyone within 10' of the mousetrap, unless they make a saving throw versus petrification at -2. This second trap can be found and disabled, of course, as long as the thief's character explains that they are searching for an additional trap.

Sunday, September 28, 2014


T GUARDS. Two brown ratkin guard this portion of the corridor.

2 Brown Ratkin Guards (AC 6; MV 12”//6”; HD 2; hp 13, 14; #AT 1 weapon or 1 bite; D Short sword or 1-4; SA Disease; XP 54, 56)

These guards are staunch supporters of the king. If they feel they cannot immediately defeat any intruders one will flee down towards Area X along the north corridor in order to warn the king, while the other will try to slow down the invaders.

Saturday, September 27, 2014


S STAIRS. This is where the stairs from Room 37 of the Ground Floor descend to the Upper Dungeons.


R RATS' NEST. This room holds seventeen giant rats.

17 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 3, 3, 2, 3, 4, 4, 3, 2, 1, 2, 3, 4, 4, 4, 1, 4; #AT 1 bite; D 1-3; SA Disease; XP 11, 10, 10, 9, 10, 11, 11, 10, 9, 8, 9, 10, 11, 11, 11, 8, 11)

They are not particularly brave, and if they fail morale will tend to scatter. The room is quite cramped, with an average height of only four feet.

Friday, September 26, 2014


Q MACHINE SHOP. Two brown ratkin mechanics are putting the finishing touches on the mechanical rat they are building for the royal family.

Crawley and Tibbs, Brown Ratkin Mechanics (AC 6; MV 12”//6”; HD 2; hp 8, 7; #AT 1 weapon or 1 bite; D 1-6 or 1-4; SA Disease; XP 44, 42)

The ratkin carry sharp, spiked, and grime-encrusted tools that they use as improvised weapons for 1-6 points of damage. They don't consider themselves to be combatants, however, and would prefer to leave the fighting to their mechanical abomination.

Mechanical Rat Death Machine (AC 0; MV 5”; HD 5; hp 25; #AT 1 bite; D 2-9; SA Breath weapon; Size M; XP 290)

This construct resembles a huge metal rat, complete with wire whiskers and an armored chassis. Producing a clanking sound, it can breath a cloud of steam vapor once every three rounds. The cloud is 2” long, 1” wide, and 1” high and does 10 points of damage to everyone caught in its area of effect, saving throw applicable for half damage. It is powered by a clear, spindle shaped ioun stone, which is located in its chest beneath its armor plating. The stone will radiate magic, but the characters will have to take apart the mechanical rat to get at it, a process that will take about a turn if they use the tools from the shop.

The room is a disorganized mess of tools, wires, and plates and sheets of metal, wood, and fabric. Ceiling height is about nine feet, even if not quite uniform. Numerous hooks hang from the ceiling or are attached to the walls, and there are always three or four wall-mounted torches burning for the benefit of the mechanics. A search for valuables will uncover seven flasks of oil, a large supply of copper wire (21 gold crescents worth), and eight thick silver rods worth 10 gold crescents each.

Thursday, September 25, 2014


P ROOM OF THE STATUE. Two brown ratkin zombies, created by the queen, guard this sacred site.

2 Brown Ratkin Zombies (AC 7; MV 6”; HD 3; hp 15, 8; #AT 1 bite; D 1-8; SA Disease, always lose initiative; SD Limited spell immunity; XP 95, 74)

Near the east wall is a stone statue. It resembles the tripartite Triskelion statues seen elsewhere, with three heads, three arms, and three legs. It is dressed like the others, also with golden Phrygian style hats atop the heads and a skirt-like garment over the waist. The faces, however, are those of rats. One hand holds a dagger, the next a shepherd's crook, and the last a trident.

The golden hats are each worth 250 gold crescents.

Wednesday, September 24, 2014


O MARCHING ORDERS. A brown ratkin patrol officer uses this room to train giant rats.

Simpkins, Brown Ratkin (AC 6; MV 12”//6”; HD 2; hp 10; #AT 1 weapon or 1 bite; D dagger or 1-4; SA Disease; XP 48)

10 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 2, 2, 4, 4, 2, 1, 3, 2, 2, 3; #AT 1 bite; D 1-3; SA Disease; XP 9, 9, 11, 11, 9, 8, 10, 9, 9, 10)

Simpkins is the leader of the brown ratkin police. He is attempting to train the giant rats into an effective fighting force. If confronted with intruders, he will have the giant rats attack and he will only join the fight if forced to.

Simpkins has dressed the giant rats in this room in tiny red uniforms, which are equal parts disturbing and adorable. His uniform has silver buttons to designate his high rank, worth 2 gold crescents in total.

Tuesday, September 23, 2014


N OUTPOST. Three brown ratkin guard this area.

3 Brown Ratkin Guards (AC 6; MV 12”//6”; HD 2; hp 8, 6, 11; #AT 1 bite; D 1-4; SA Disease; XP 44, 40, 50)

If they feel they cannot deal with a threat they will flee to Room X to alert the king that there are intruders. The room height is six feet.

Monday, September 22, 2014


M RAT BASTARD. This chamber holds three brown ratkin.

Sarlomew, Brown Ratkin, Bastard son of King Trewkins (AC 5; MV 18”// 6”; HD 4; hp 21; #AT 2 claws and 1 bite; D 2-5/2-5/1-4; SA Disease; Size M; XP 169)

Fink and Slink, Brown Ratkin Flunkies (AC 6; MV 12”//6”; HD 2; hp 11, 7; #AT 1 bite; D 1-4; SA Disease; XP 50, 42)

Sarlomew appears somewhat like other brown ratkin, but has an elongated body, overly prognathic face, and long tail, giving the appearance of a snake-like creature. He has four pairs of legs, and uses the front pair to attack with, but it is his bite only that can cause disease.

Sarlomew is a by-blow of the king and not in direct line of succession. He plots to kill his siblings and father and take over the rat kingdom. He lacks a strong following, however, and is backed almost exclusively by Fink and Slink, to whom he has promised high posts if he should become king.

Sarlomew will be loathe to fight, because he does not want to waste his life defending the warrens and his estranged father. Instead, he will try to convince the party to fight on his behalf. Specifically he will ask that they kill the royal family. He can provide directions to the King's court, Room X. If he can convince the characters to take out the king, he will follow them from a distance and try to ambush them after the battle, assuming they will have been weakened sufficiently for him to defeat them. He is a treacherous vermin, but actually quite cunning.

Sunday, September 21, 2014


L RUG RATS. This cramped room holds strips of leather, old clothes, pieces of torn carpet, and fragments of wood. Of course, there are the ubiquitous rat droppings. A huge brown ratkin female nurses the little rats that reside here.

19 Young Giant Rats (AC 8; MV 12"//6"; HD 1 hit point; hp 1 each; #AT 1 bite; D 1; SA Disease; XP 8 each)

The Marm, Brown Ratkin Nursemaid (AC 6; MV 9”; HD 3+3; hp 18; #AT 1 bite; D 2-5; SA Disease; Size M; XP 157)

The Marm is incredibly fat and rarely leaves the room, relying on giant rats to bring her food. The ceiling height is about five feet in most places.

Saturday, September 20, 2014


K RAT PACK. This room is a teeming mass of filthy rodent life.

14 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 3, 1, 1, 2, 3, 3, 3, 4, 4, 1, 4, 1, 3; #AT 1 bite; D 1-3; SA Disease; XP 11, 10, 8, 8, 9, 10, 10, 10, 11, 11, 8, 11, 8, 10)

This cave is unusually spacious for the warrens. Ceiling height is a good six feet, and the ground is relatively even. The tunnels to the north and south are somewhat level with the chamber, while the eastern corridor rises rapidly leading to Room L.

Friday, September 19, 2014



MOVE: 12”//6”
% IN LAIR: Nil
DAMAGE/ ATTACK: 1-2/1-2/2-5
SPECIAL DEFENSES: Phase, limited spell immunity
SAVE: Fighter 2
ALIGNMENT: Chaotic evil
LEVEL/ X.P. VALUE: III/ 50 + 3/hp

Scholars and sages, at least those who concern themselves with such distasteful subjects as these creatures, believe that yellow ratkin are only quasi-real phenomena who appear spontaneously near lairs of brown ratkin and attack the brown ones with the ferocity of homicidal insanity. This does not mean they limit themselves to attacking brown ratkin, however, as they will aggressively tear to pieces any creature they encounter. In the case where they meet a mixed group of brown ratkin and other creatures they will preferentially attack the ratkin.

Their origin is profoundly unclear. Some hold that they are plagues upon brown ratkin, created by ancient gods to bring revenge for a past slight. Others believe that brown ratkin are themselves unnatural or alien, and that yellow ratkin are generated by reality itself to eliminate them just as a body produces antibodies to fight disease.

Dure to their transient nature, yellow ratkin occasionally phase out of reality during times of high stress, such as combat. Roll a 1d6 for each yellow ratkin each combat round. One a '1', they have temporarily lost existence for that round, cannot be attacked, and themselves cannot attack. They will usually, 90% of the time, reappear the next round. If slain, yellow ratkin pop out of existence, as if they were never there in the first place.

Silver weapons do double damage to yellow ratkin. The minds of these creatures naturally resist such compulsions as sleep, charm, or hold spells and they are completely immune to such magic. On the other hand, they have no special connection to or ability to communicate with normal rats, who avoid them. Wererats will slaughter yellow ratkin on sight.

Yellow ratkin appear very similar to brown ratkin, but are usually leaner and, of course, have dull yellow fur. Eyes are black with white pupils and tails are pale grey.


A to J ENTRANCES. These areas each represent a hole in the floor or wall where the Rat Warrens can be entered:

Room 67 Inner Ward Ground Level
Room 10 Upper Dungeons Level 1
Area 25 Inner Ward The Sewers
Room 13 Inner Ward The Cellars
Area 29 Inner Ward The Sewers
Room 2 Inner Ward The Cellars
Area 7 Inner Ward The Sewers
Room 6C Upper Dungeons Level 1
Room 9 Inner Ward The Cellars
Room 91 Upper Dungeons Level 2

Inner Ward The Rat Warrens Wandering Monsters

Roll for random encounters using 1d6 once every three turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters

Messenger: 1 giant rat
Patrol: 1 brown ratkin leading a group of 1d4+2 giant rats
Guards: 2 brown ratkin
Scavengers: 1d4+1 giant rats
Commoners: 1d3 brown ratkin
Royals Subtable
Invaders Subtable

Messenger: This will be 1 giant rat carrying a wooden canister on a string around its neck. The canister holds a scrap of paper with a note. These communications are between guards, the scribe, or the queen. They usually have to do with mundane matters or setting up defensive positions.

Patrol: A patrol consists of a brown ratkin leader and a small squad of fighting rats. The ratkin will be armed with a short sword.

Guards: These ratkin will be off-duty, or perhaps on special assignment. They will be armed with short swords or horseman's military picks.

Scavengers: These giant rats will be on their way out of the warrens to scrounge for food.

Commoners: These ratkin are going about business of their own, usually looking for food, or visiting acquaintances.

Royals Subtable

Prince Hvool
Princess Fidget
King Trewkins
Queen Hilgreta

Prince: Prince Hvool finds it almost impossible to stay in one place for any length of time. There is a 20% chance he will be accompanied by 1d2 brown ratkin cronies.

Hvool, Brown Ratkin Prince (AC 5; MV 12”//6”; HD 4; hp 19; #AT 1 bite and 2 tentacles; D 1-8/1-6/1-6; SA Disease; SD Immune to sight-based attacks, never surprised; Size M; XP)

Prince Hvool has a terrifying aspect. He has no head, instead only a great fanged mouth where his head should be. Despite having no eyes, he has no trouble locating opponents or fighting his enemies, perhaps because of his exceptional senses of smell and hearing. Two whip-like tentacles arise from his shoulders, and he can use these to attack with as well.

Princess: Princess Fidget will always be accompanied by her two handmaidens, see Room Z for the statistics of the trio. She will also be accompanied by two blue-clad brown ratkin guards.

2 Brown Ratkin Guards (AC 6; MV 12”//6”; HD 2; hp 12, 9; #AT 1 bite; D 1-4; SA Disease; Size M; XP 52, 46)

King: See Room X for stats for King Trewkins. There is a 20% chance the queen will have sent Tillerbee with him, otherwise he will be alone and looking for trouble.

Queen: Queen Hilgreta's statistics are given in Room AA. She will always have her zombies attend her and she usually brings her pet rat, too.

Invader Subtable

1d2 Butcher Worms
1d2 Carver Bugs
1d2 Cross Worms
1d2+2 Ghouls
1 Glutinous Gunge
1 Gray Ooze
1d2 Huge Spider
1d2+1 Trigintipede
1d4+1 Yellow Ratkin

Butcher Worm:
Butcher Worm (AC 6; MV 9" HD 2+3; #AT 1 bite; D 3-8; XP 35 + 3/hp)

Carver Bug:
Carver Bug (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)

Cross Worm:
Cross Worm (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)

Ghoul (AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)

Glutinous Gunge:
Glutinous Gunge (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)

Gray Ooze:
Gray Ooze (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)

Huge Spider:
Huge Spider (AC 6; MV 18"; HD 2+2; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 145 +3/hp)

Trigintipede (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)

Yellow Ratkin: See NEW MONSTERS
Yellow Ratkin (AC 6; MV 12”//6”; HD 2+1; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SD Phase, limited spell immunity; XP 50 + 3/hp)

Encounter Key: Inner Ward The Rat Warrens.

The Rat Warrens is a special mini-level, interconnecting several levels and sub-levels of the Inner Ward and Upper Dungeons. These tunnels are irregular and cramped. The smallest demi-humans, gnomes and halflings, can fit easily but larger player characters, including dwarves, must remove bulky armor. The tallest player characters, including elves, half-elves, half-orcs, and humans must crawl through the passages or travel in a bent-forward shuffling manner. Size large creatures simply will not fit. Refer to the chart on page 38 of the Player's Handbook, WEAPON TYPES, GENERAL DATA, AND “TO HIT” ADJUSTMENTS. Many standard weapons carried by adventurers will be unusable within the warrens due to space concerns.

Because of the space restrictions, medium sized characters will suffer -2 penalties to “to hit” rolls and saving throws while in the passages, but not in the rooms. Rats, even medium sized royal ratkin, are used to the warrens and suffer no such penalties, although intruding monsters encountered as wandering monsters might, at the Dungeon Master's discretion.

The tunnels are carved and chewed from the earth and stone. The floors and walls are earth or rock with occasional sandy areas present. Droppings are commonly found, as the rats and ratkin are relatively indiscriminate when it comes to relieving themselves. The passages are generally only three to four feet high. Portions ascend or descend rapidly, therefore numbers are given next to the passages on the map to indicate depth below the Ground Level. Dungeon Masters should explain to players that the tunnel suddenly ascends or descends rapidly in several places, requiring climbing up or down. In order to avoid confusion with the numbers on the map, the encounter areas are lettered instead of numbered. Room heights are given in each room description.

The Rat Warrens directly connect to the Inner Ward Ground Level, the Cellars, and the Sewers. They also connect to Levels 1 and 2 of the Upper Dungeons.


The rat warrens is the domain of brown ratkin and their servants, the giant rats. Brown ratkin are brown-furred and larger than giant rats, although most are still in the size small range. About half of normal ratkin wear clothes of some sort: a pair of trousers, a vest, a belt, or a fitted leather cap, for example. Patrol leaders and guards wear military uniforms that would not be out of place in a Napoleonic army. Guards wear blue and patrol leaders wear red. Guards generally stay in one place, and are placed to protect something. Patrols are usually composed of a uniformed brown ratkin patrol leader and several giant rats.

The royal family, especially the beastly King Trewkins, rule their rat and ratkin subjects with unquestioned power. Unquestioned, that is, except for the rebellious bastard Sarlomew (Room M) who lusts to usurp the throne for himself.

The royal family consists of the king (Room X), his rather fey queen Hilgreta (Room AA), Prince Hvool (Random Encounters Table), and Princess Fidget (Room Z). The king and prince are solidly within the low intelligence range (the king is illiterate) and it is the queen that provides most strategy for the warrens when faced with repeated incursions. She should be treated as highly intelligent, and will make reasonable adjustments to security if faced with repeated aggression. She will place extra guards at choke-points, add mechanical traps of her own devising, and inform the subjects to face enemies only when they have clear numerical superiority. She might use her contact other plane special ability to good use. The warrens have been invaded on several occasions before by ghouls, giant weasels, and worse, so she has some experience with defense.

Each of the royals is noticeably different from normal brown ratkin. For example, the princess has wings and the king has three heads.

If characters wish to negotiate with the queen, they may meet with success, especially if they have shown clear superiority in combat or magic. The king is a ball of rage and cannot be reasoned with when he is alone. The royal ratkin desire food, wealth, and safety from neighboring monsters, especially ghouls who can devastate their numbers with relatively little effort. They have little to offer, except for some information and perhaps a giant rat guide or two. As is usual, success in negotiation should depend on reaction rolls, player dialogue, and the Dungeon Master's evaluation of the encounter.

Thursday, September 18, 2014


35 ROOM OF THE MAGIC BASIN. This room is very different from the rest of the sewer sub-level. The walls and floor are white marble and the ceiling is a relatively spacious eight and a half feet high. A long stone three foot tall basin is against the south wall and it pours crystal-clear water from a waterfall into a channel in the ground extending to the north wall and the entry passage.  The water is self-renewing.

Drinking the water of the basin will cause an unusual magi c effect.


1 Gaseous form for 2-7 (1d6+1) hours
2 Permanent ability to speak with fish
3 Sleep for 2-14 (1d6+1d8) hours
4 Gain 1000 experience points immediately
5 Weightlessness for 1-4 (1d4) hours
6 Muteness for 1-6 (1d6) hours
7 Keen combat vision, +2 on “to hit” rolls for 1 day
8 Pacifism, will refuse to fight for 1-3 (1d3) hours
9 Spits out a pearl, base 500 gold crescent value
10 Hyperdipsia for 2-5 (1d4+1) hours
11 Can detect magic as the magic-user spell for 7-12 (d6+6) hours
12 Bioluminescence in a 10' radius for 1 day

The consequence of the drink will be delayed for 1 round. Additional drinks by the same individual will have no effect.

Wednesday, September 17, 2014


34 FORGOTTEN CAVE. This out-of-the-way cave is quite dry and seems to have been used as a camping site at some time in the past, for there is the remains of a small fire in a circle of rocks. A natural chimney is present in the eight foot ceiling, ideal for carrying away smoke and providing natural ventilation and freedom from the stink of the sewer.

A large leather satchel is near the south wall. It holds a sketchbook, ink bottles with dried-up ink, worn quill pens, three paper packets, and a wooden scroll case.

The sketchbook is in good condition and contains pictures of local plants, animals, and several monsters that the adventurers should recognize from the dungeon. The plant and animals are drawn as seen in nature, while the monsters are almost all drawn post-mortem. The book is signed “Longilius Oldstone” and is about two-thirds of the way finished. The value of the remaining parchment is 40 gold crescents, but the book could be sold for as much as 200 gold crescents for its artistic merits.

The packets of paper hold mistletoe, each enough for the casting of a spell. This should be regarded as “borrowed mistletoe” for the purposes of druidic spell casting.

The scroll case holds a scroll with the druid spells Detect Snares & Pits and Speak With Animals. The case is itself worth 4 silver spanners.

What happened to the druid and why he left his goods here is a mystery.

Tuesday, September 16, 2014


33 CRABS' SHACK. The place is inhabited by seven cave crabs.

7 Cave Crabs (AC 5; MV 9”//9”; HD 1; hp ; #AT 2 claws; D 1-4/1-4; SA Surprise on a 1-3; XP 10 + 1/hp)

This is a chamber of worked stone, not a cave, but a hole has been dug in the south wall and a pile of muddy earth forms a relatively dry area. The ground and walls are covered with harmless warty pink plant-like animals called mirk barnacles.

Monday, September 15, 2014


32 BLINDHEIM LAIR. Two blindheims use the dry shelf within this cave for a nest. They have killed an orc member of the Red Legs and are feasting here.

2 Blindheims (AC 1 or 3; MV 9”; HD 4+2; hp 24, 19; #AT 1 bite; D 1-8; SA Blinding stare; XP 250, 225)

The orc carcass has pouch with 7 silver spanners and 3 copper pieces.

Ceiling height varies between three feet at the extreme east to seven feet at the western portion. A large black rock sits on the shelf. If it is moved, a small treasure trove wrapped in a tattered black blanket will be revealed: 3987 silver spanners, 2002 gold crescents, and a platinum ring encrusted with emeralds worth 9000 gold crescents.

Sunday, September 14, 2014


31 CAVE ECOSYSTEM. This irregular cave is naturally lighted by the presence of phosphorescent lichen and fungi on the ceiling and walls. Ceiling height varies between six and eight feet. Thousands of flightless, hairless pink bats crawl across the ceiling, eating the plant material and small insect life found therein. Several dry shelves are here, upon which blue-shelled miniature turtles rest. The water contains creepy but harmless black worms, measuring between six inches and three feet in length and wide around as a quarterstaff.

Saturday, September 13, 2014


30 DEAD END. This dead end is similar to Area 17: the water runs off into a lower channel, and pipes stick out from the walls. The pipes are decorated with the faces of dogs here, however, not gargoyles.

Friday, September 12, 2014


29 RAT HOLE. A large rat hole is in the west wall, leading to Area E of the Rat Warrens.

Thursday, September 11, 2014


28 REPTILE INFESTED WATERS. Three hungry crocodiles inhabit this pool. The water depth is a mere two feet at its deepest, but it hides the crocodiles sufficiently for them to make use of their surprise bonus. They are capable of reaching out onto the dry ledge to make their attack.

3 Crocodiles (AC 5; MV 6”//12”; HD 3; hp 19, 17, 9; #AT 1 bite and 1 tail slash; D 2-8/1-12; SA Surprise on a 1-3; XP 136, 128, 96)

Wednesday, September 10, 2014


27 HIDDEN ROOM. Two cellar dwellers are here. Ostensibly on guard duty to protect this lower entrance to the cellar dweller lair, they are actually debating abandoning the other cellar dwellers entirely and striking out on their own. They are speaking telepathically and are so engaged in this conversation, that they will be surprised on an extra 1 in 6 chance.

The Sly Laugher (AC 5; MV 9”; HD 4+3; hp 25; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SA Ink, laugh; XP 295)

The Sly Laugher can make three attacks using his unusually large claws and a huge toothy maw located on his abdomen. Once per day, the Sly Laugher may forgo attacking with his belly mouth in order to make a dreaded laugh. The laugh will cause any creature within 3” to become deafened for 2-12 rounds unless they made a saving throw versus petrification. Deafened individuals cannot hear and attack at -1 to -4 (roll 1d4 each round) on attack dice due to disorientation.

The Mind Ruiner (AC 6; MV 9”; HD 3; hp 13; #AT 2 claws; D 1-4/1-4; SA Ink, feeblemind; XP 144)

Instead of attacking with claws or ink, the Mind Ruiner can instead perform a mental attack similar to a feeblemind spell. The effect is equivalent, but requires no components, has no casting time, and lasts for only 2 to 5 (1d4+1) hours. The Mind Ruiner may perform this attack as often as he likes and is intelligent enough to target obvious spell casters or those he has observed to cast a spell. The Mind Ruiner is naturally deaf, employing telepathy at will to speak to the other cellar dwellers, and so is immune to the Sly Laugher's laugh.

The ceiling height is a mere seven feet. The room contains junk and miscellaneous items: a broken wooden door, three writing desks sized for children, seventy five feet of rope in a coil, a bear trap, and a large empty glass bottle labeled “cherry preserves”.

Tuesday, September 9, 2014


26 STATUES. This encounter should take place before the DM rolls for secret door checks on the south wall. The north statue is a maiden, while the south statue is a noble knight. As the party walks by, the north statue will speak to them:

Listen well to our rede
If you want to move with speed
Or to indulge your greed
We will not try to mislead”

While talking, the maiden statue will gradually change into that of a humanoid cow. As soon as she has finished her last sentence, and before the characters have a chance to respond, the south statue will speak up:

True it is that I eat hay
And my back is often sway
If you want things to go your way
Tell me, what do I say?”

While speaking, the knight will also change form, becoming a horse. The correct answer to the riddle is “neigh”, the sound of a horse. If the correct answer is given, the horse statue will reach into its throat, pull out a 1000 gold crescent diamond, and hand it over to the party. It will then lean over and open the secret door. If the party came through the secret door, it will still give the diamond away.

A wrong answer will result in both of the statues disappearing, as if teleported away, and no treasure or secret door location will be given away. In any case, after the party leaves the area, the statues will disappear for good.

Monday, September 8, 2014

Sunday, September 7, 2014


24 SECRET ROOM. This room is where Vicenne Triskelion keeps his valuables. It is guarded by Vicenne's special pet, a vicious killer frog of the largest size.

Killer Frog (AC 8; MV 6”//12”; HD 1+4; hp 12; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 60)

This room has a ten foot ceiling. There are the following items of interest:

Ten bolts of fine crimson cloth valued at 38 gold crescents

A normal shield marked by the Triskelion “three legs” crest

A locked chest containing:
   112 gold crescents in loose change
   A silver coffer (itself valued at 50 gold crescents) which contains
     two silver chalices (10 gold crescents each),
   A small silk bag holding twelve gems:
     1 alexandrite (100 gold crescents),
     2 bloodstones (50 gold crescents each),
     4 blue quartz (10 gold crescents each), and
     5 banded agate (10 gold crescents each).

Faldo Osenheim's Illusionist spell book
First Level Illusionist Spells:
Color Spray, Detect Illusion, Wall Of Fog

Osenheim's backpack holding spell components:
   six vials of red, blue, and yellow sand for the Color Spray spell
   a piece of yellow tinted glass for the Detect Illusion spell
   a canister of split dried peas for the Wall Of Fog spell

Orsina's spell book
First Level Magic-user Spells:
Charm Person, Light, Magic Missile, Read Magic

Small wooden box containing:
   Triskelion signet ring worth 6 gold crescents
   3 Jalluxian platinum imperials
   Silver locket with picture of Celesttina Triskelion

Saturday, September 6, 2014


23 LADDER. The ladder at this site is made of polished wood. It reaches up ten feet to the trapdoor under Room 19 of The Cellars.

Friday, September 5, 2014


22 ROOM OF THE POOL. Vicenne Triskelion uses this room to raise killer frogs. A pool filled with green brackish water is located to the south in the room. There are two hobgoblin trainers in the dry area and three killer frogs in the pool.

Hobgoblin 1 (AC 5; MV 9”; HD 1+1; hp 8; #AT 1; D Black iron trident, black iron dagger; XP 36) 6 gold crescents, 15 silver spanners, 2 copper pieces

Hobgoblin 2 (AC 5; MV 9”; HD 1+1; hp 6; #AT 1; D Black iron trident, black iron dagger; XP 32) 7 gold crescents, 23 copper pieces

3 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 10, 9, 7; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 56, 54, 50)

A barrel against the west wall holds dozens of dead rats. Three black iron tridents are on a wooden weapons rack.

Thursday, September 4, 2014


21 LADDER. This is yet another metal ladder that reaches ten feet up to the trapdoor under Room 17 of The Cellars.

Wednesday, September 3, 2014


20 LADDER. This is a metal ladder which reaches ten feet up to the trapdoor under Room 17 of The Cellars.

Tuesday, September 2, 2014

First Floor Outer Ward PDF available for download at & Magazine

The PDFs for the Outer Ward First Floor and New Materials Volume 01 are available at the & Magazine website, with a link available on the right.

The Outer Ward First Floor document covers the encounter keys to be found on that level. The New Materials Volume 01 document includes all of the new monsters, magic items, etc. that you will need to run all the levels of the Outer Ward. As I publish more levels, we will continue to produce  supplements to cover them.

Thanks to Bryan Fazekas and Handley Jackson for editing. Robin Irwin provided the cover and I even made an interior illustration!


19 TRAPPED ROOM. The ceiling height is ten feet. In the center of the room is a raised dais with a small locked wooden chest. If it is opened or moved it will trigger a pressure plate and a portcullis will drop near the door, trapping everyone inside the room. If anyone is in the doorway when the portcullis falls, they must save vs petrification or take 1d10 points of damage.

After the portcullis falls, the room will descend eight feet over the next three rounds. While it is descending the characters may attempt to bend the portcullis bars or use another method of escape. When the floor has completely descended, there will be only one foot of air near the ceiling and mundane light such as torches, lanterns, or candles will most likely be snuffed out.

Those wearing armor may decide to abandon it or drown. Unarmored characters will be able to tread water for the time necessary. The room will stay down for one turn, then it will take another three rounds to re-ascend. The chest will lock itself again and the portcullis will rise. Any items which were discarded will have disappeared.

There are 100 gems in the chest, each is worth 1 gold crescent base value.

Monday, September 1, 2014


This marvelous ring is said to have once belonged to the goddess-heroine Sprax and it has several unusual features:
  • improves armor class by 4 against missile weapons.
  • absorbs up to 10 hit points of magic missile damage per day.
  • gives it wearer one additional saving throw versus poisons of all types.
  • Heals the wearer by 1-4 hit points, once per day.
The ring appears as made of silver set with a bright blue stone.

XP VALUE: 2,000

GP VALUE: 10,000


18 PHANTOM OF THE SEWER. The southern portion of the room contains a large pipe organ. The ceiling height is sixteen feet to accommodate this musical instrument. A man is playing the organ from a standing position, his back to the north door. The music is appallingly sad and yet oddly disturbing at the same time. Six stone decorations in the shape of gargoyle faces leer at the party from their positions on the walls.

The organist is the homicidally insane Erik Triskelion.

Erik Triskelion, Chaotic Evil male human Thief (AC 4; MV 12"; T 7; hp 25; #AT 1; D Short sword or dagger; S 14, I 17, W 4, D 16, C 13, Ch 3; XP 1075)

Thief skills
PP 60% OL 57% F/RT 50% MS 55% HS 43% HN 25% CW 94% RL 35%

Erik wears leather armor +2 and the ring of Sprax, see NEW MAGIC ITEMS. Upon his face is a yellow mask that looks just like the crying Triskelion face. He has a short sword and dagger, scabbarded. Since Erik has his back to the party he is +2 to be hit and has no dexterity bonus (DUNGEON MASTER'S GUIDE, p 70), however, this is counterbalanced by the +4 bonus he gets from the ring of Sprax, leaving his AC at 4 with regards to missile weapons.

His past is tragic. Spurned by his fiancee for a powerful magic-user rival, Erik challenged his opponent, only to be horribly burned on his face and chest due to a fireball spell. He fled to the sewer to plot his revenge. Creeping into the castle at night he strangled his former bride and her lover on their wedding night and then fled back to the sewers, where he has been ever since. He deeply resents intrusion.

The organ is actually a potent weapon, in the right hands. Erik can create several magical attacks by means of his playing, which he will use against any intruders. All attacks are made as if by a 7th level thief. Each face can swivel on the wall and will target a different opponent, unless there are less than six party members. Erik can cause the gargoyle faces to attack for the following effects:

1. Each of the six faces can fire a single dart, which does 1d4 damage. They are coated with a substance that causes the victim to be slowed, as the spell, unless a saving throw versus poison is made.

2. Breathe fire for 1d10 points of fire damage for each face

 3. Shoot forth a blast of frost for 1d10 damage per face

4. Billow forth fog that will obscure the entire room for 1d10+2 rounds, as a fog cloud spell.

Erik will normally begin by firing darts to slow his opponents. He dislikes melee combat and will attempt to avoid it as long as possible. If he is sorely pressed, he will resort to producing fog and attempt to flee in the confusion.

The pipe organ has fifty brass pipes, a copper pipe, a silver pipe, and a gold pipe. There are three banks of keys, all made of black wood. If disassembled the copper pipe is worth 60 gold crescents, the silver pipe 400 gold crescents, and the gold pipe worth 5000 gold crescents. As a set, they are worth 8000 gold crescents. If the entire organ was somehow taken apart and reassembled, it would be worth 30,000 gold crescents, but such a job would probably take months to accomplish and rob the organ of its magic properties.

The pipe organ is effective only in the hands of a trained user, who knows all the notes and chords needed to play effectively. If any characters attempt to use the organ, a random effect will occur, roll below (1d8):

1. 1 to 6 gargoyle faces will fire darts, poisoned with slowing poison, at random targets. They attack as the player's “to hit” roll. The player may be targeted.

2. 1 to 6 gargoyle faces breath fire at random targets. Otherwise as above

 3. 1 to 6 gargoyle faces breath frost at random targets. Otherwise as above

 4. The gargoyle faces breath fog, as described under Erik's attacks

 5. The gargoyle faces begin babbling for 2-12 rounds

 6. The pipe organ screeches loudly. Everyone in the room must save versus paralyzation or suffer deafness for 1 to 6 turns and take 1-4 hit points damage

 7. A secret compartment opens in the base of the organ, revealing 4 bars of platinum valued at 300 gold crescents each and a pair of rubies worth 1600 gold crescents each.

8. A secret compartment opens in the base of the organ, revealing 4 bottles of red wine, two loaves of fresh bread, a cooked chicken, and steamed vegetables.