Thursday, June 30, 2016

UPPER DUNGEONS LEVEL THREE 131 RIVER ROOM.

131 RIVER ROOM. This large room is occupied by several orcs. It has a ceiling height of twenty five feet and a river is running from the north to the south. A sturdy wooden bridge crosses the river near the center of the room. Beside it, on the east side, is a gantry supporting a large bell (about two feet diameter at its bottom). Torches are mounted on the walls, giving adequate light.

There are a total of 6 Horrid Hand orcs and 11 orc wives in the room.

3 orcs and 7 orc wives are on the east side of the river.

  • 3 Orcs (AC 6; MV 9”; HD 1+3; hp 11, 7, 6; #AT 1; D Short bow or broad sword +1 to damage due to strength; XP 42, 34, 32)

  • 7 Orc Wives (AC 7; MV 9”; HD 1; hp 7, 8, 3, 3, 2, 8, 1; #AT 1; D Trident; XP 17, 18, 13, 13, 12, 18, 11)

4 orcs and 4 orc wives are on the west side:

  • 4 Orcs (AC 6; MV 9”; HD 1+3; hp 6, 5, 11, 8; #AT 1; D Short bow or broad sword +1 to damage due to strength; XP 32, 30, 42, 36)

  • 4 Orc Wives (AC 7; MV 9”; HD 1; hp 6, 3, 1, 2; #AT 1; D Trident; XP 16, 13, 11, 12)

Each orc has a normal sized Horrid Hand shield, a broad sword, a short bow, 11-20 (1d10+10) arrows in a quiver, 2-7 (1d6+1) gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper pieces.

The orc wives use their tridents to catch fish from the river, but will happily use them on intruders as well. They will each have 2-5 (1d4+1) gold crescents, 2-12 (2d6) silver spanners, and 2-20 (2d10) copper pieces.

If combat occurs, the orcs will react with sound tactics. They will engage in missile fire at opponents on the opposite side of the river or those traveling by boat. They are willing to fire into mixed melee, even at the risk of hitting other orcs.

The orc wives are used to fighting and also willing to enter melee. One or two orc wives from each side of the river will flee to get reinforcements from nearby rooms. One of the orc wives on the east side of the river (7 hit points) is tasked with ringing the bell if the intruders look difficult to handle. If she is killed, another orc or orc wife will take her place. The bell summons the Horrid Hand, which is normally clinging to the underside of the bridge.

The orcs and orc wives only summon the Horrid Hand if they feel really threatened, because it demands a living sacrifice after its fights. They use the prisoners in Room 130 for this purpose, but if no prisoners are available an orc or orc wife is chosen for the Horrid Hand's meal. The bridge is raised high enough for the boat and passengers to pass under it, but of course the Horrid Hand lurks here and will wake up if anyone passes by its resting place.

The Horrid Hand (AC 5; MV 15”; HD 6; hp 36; #AT 1 grab; SA Grasp; D 3-12; XP 441)

The Horrid Hand is a huge (man-sized) gray left hand with a fang-filled mouth located in its palm. It crawls about on its fingers and grabs an opponent, making a crush attack while biting with its mouth. It has no eyes and is immune to attacks which target sight.

If a Horrid Hand scores a hit it has grabbed the victim and will crush and chew for 3d4 damage. Each following round it will do a like amount of damage automatically, without requiring a “to hit” roll. It requires an 18 strength to have any chance of breaking free. For each percentage point score the victim has, there is a like chance to escape the grasp of the Horrid Hand. A human with an 18(50) strength has a 50% chance of breaking free of the grasp, and a 18(00) or higher indicates automatic breaking of the grasp.

The river is navigable and this room may be entered, for example, by use of the boat in Room 103. There is adequate head room for adventurers to navigate in the tunnels between rooms. The current is quite strong, as there is a sharp drop in elevation by about twenty feet between Room 131 and Room 145.

Wednesday, June 29, 2016

UPPER DUNGEONS LEVEL THREE 130 PRISONERS' CHAMBER.

130 PRISONERS' CHAMBER. A Horrid Hand Orc stands guard outside this door.

Horrid Hand Orc (AC 6; MV 9”; HD 1+3; hp 10; #AT 1; D Broad sword or dagger +1 to damage due to strength; XP 40)

He has a normal sized Horrid Hand shield, 4 gold crescents, 15 silver spanners, and 3 copper pieces.

Nine men are manacled within the room, dressed only in rags. These men are bandits. Their organization used to be a faction in this part of the dungeon, but they were wiped out by immigrating humanoids. They are being kept alive to use as sacrifices to the Horrid Hand in Room 131.

9 Bandits (AC 10; MV 12”; HD 1-6 hit points; hp 3, 6, 4, 3, 1, 6, 2, 2, 1; #AT 1; D By weapon type; XP 8, 11, 9, 8, 6, 11, 7, 7, 6)

If rescued and given weapons, the bandits will fight for the adventurers. They mostly desire to flee the dungeon and will not serve for an extended time, but they are also very unlikely to turn on their rescuers.

Tuesday, June 28, 2016

UPPER DUNGEONS LEVEL THREE 129 GUARD POST OF THE HORRID HAND.

129 GUARD POST OF THE HORRID HAND. Seven orcs are stationed here.

7 Horrid Hand Orcs (AC 6; MV 9”; HD 1+3; hp 11, 4, 10, 8, 8, 9, 4; #AT 1; D Broad sword or dagger +1 to damage due to strength; XP 42, 28, 40, 36, 36, 38, 28)

The orcs of the Horrid Hand are larger and meaner than the orcs of the Broken Blade. Their skin is an unhealthy mottled gray and black. The average warrior has a strength of 16 and unusually high base morale (80%). Each orc carries a broad sword, a dagger, a normal shield, 2-7 (1d6+1) gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper pieces. The Horrid Hand's shields are marked with a gray open hand with a red mouth in the palm.

The walls are decorated with twelve broadswords, six more Horrid Hand normal shields, and nine halberds. The room is lit by six torches mounted on the walls . There is also a lever on the west wall, which can raise or lower the portcullis at Area 128. There is a table, several chairs, and a long bench. A gnome is on the table, bound by leather strips. The orcs captured him and are questioning him.

Florian Ganderslack, Chaotic Evil male gnome Assassin (AC 8; MV 6”; A5; hp 17; #AT 1; D By weapon type; S 13, I 11, W 8, D 14, C 10, Ch 6, XP 327)

Thief skills: PP 40%, OL 38% F/RT 40% MS 32% HS 25% HN 25% CW 72% RL -

Florian is a member of the band of evil gnomes on Level 9. He has been sent to assassinate Vicenne Triskelion but was chased by a group of bugbear jacks on his way. He fled and, after avoiding the portcullis trap at Area 128, he found his way here.

Florian's weapons and cash are set on a nearby chair: dagger, three vials of poison (Insinuative type B), sling, pouch of 13 sling bullets, pouch of 13 gold mabans, 7 gold crescents, and 32 silver spanners. He wears leather armor.

Monday, June 27, 2016

UPPER DUNGEONS LEVEL THREE 128 PORTCULLIS TRAP.

128 PORTCULLIS TRAP. Anyone traveling this corridor may activate a falling portcullis trap. The first row must save vs paralyzation or take 3d6 damage in the first round. A successful save means the character jumped out of the way in time. There is a 50% chance that they will be on one side or the other of the portcullis. The crashing portcullis has a 95% chance of alerting the Horrid Hand orcs in Room 129, who will investigate and welcome the intruders. Those trapped on the east side of the corridor may find themselves in a sticky situation.

The portcullis may be raised by a bend bars/ lift gates roll, or by the lever in Room 129. It can also be found by means of the detect traps thief function or by noticing that one of the flagstones in the stone floor is a trifle higher than the others. This is the pressure plate that activates the trap.

Sunday, June 26, 2016

UPPER DUNGEONS LEVEL THREE 127 ROOM OF SKULLS.

127 ROOM OF SKULLS. The door to this room is barred, but from the outside. It holds a horrible undead monster.

Wight (AC 5; MV 12”; HD 4+3; hp 23; #AT 1; D 1-4; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 395)

The wight resembles a skeleton but for a thin layer of gangrenous flesh and sinew over its bones. Its head is almost completely skeletonized except for a few tufts of hair, patches of skin, and strands of muscle. Its eyeballs remain, however, and they are bright blue and watery. The wight wears gold jewelry: three chains worth 100, 50, and 200 gold crescents, 5 bracelets worth 75 gold crescents each, an ankle bracelet worth the same, and a belt worth 450 gold crescents.

The floor is made of dirt, while the walls are lined by shelves crowded with the skulls of beasts, men, and humanoids.

Saturday, June 25, 2016

UPPER DUNGEONS LEVEL THREE 126 PAINTED ROOM.

126 PAINTED ROOM. The walls of this room are painted like a luxurious garden in the full bloom of Summer. In the north wall, the painted foliage has a break, displaying a tall mountain with a painted cottage at its peak. Two marble benches are here.

This room was used by the prison guards as a psychological retreat. Their duties prevented them from going above ground often, so they would occasionally come to this room for some 'garden time'. The painted cottage has a tiny painted door that actually opens. Within is a cavity holding a rolled up love letter from Absolon Triskelion to a woman named Cordelia wrapped inside a silver ring. The letter itself is not significant (actually the prose is horrifyingly awful) but it is written on the back of a spell scroll for the magic-user spells Globe of Invulnerability and Animal Growth. The ring is marked with a Triskelion “three legs” design and is worth 100 gold crescents.

Friday, June 24, 2016

New Art: Butcher Worm

I asked my daughters if they wanted to contribute some art for the blog.  My daughter Lily came up with this awesome illustration of a butcher worm taking out a delver.  



Lets hope we get some more soon.

NEW MAGIC ITEM: MORNINGSTAR +1, +4 VS COLD USING CREATURES

This weapon sheds light as a torch upon verbal command of its holder “Burn”. The flame will ignite flammable materials. Cold using creatures include ice toads, winter wolves, yeti, white dragons, etc., whose intrinsic attack involves cold. A magic-user who cast ice storm, for example, would not qualify.

XP VALUE: 700

GP VALUE: 3,500

Upper Dungeons Level Three 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. Several of the encounters (marked with an asterisk *) below will be with a finite number of monsters. If these monsters are eliminated, ignore and reroll to find a different encounter.

Random Encounters

1d100
Description
01-04
Bent Blade Orcs*
05-07
Bugbears
08-12
Bugbear Jacks
13-15
Bugbear Runts
16-18
Butcher Worms
19-21
Carver Bugs
22-24
Cross Worms
25-26
Dopplegangers
27-30
Froglodytes
31-34
Gelatinous Cube
35-36
Ghasts
37-40
Ghouls
41-44
Giant Boring Beetles
45-47
Giant Poisonous Snakes
48-49
Giant Spiders
50-53
Goblins
54-56
Glutinous Gunges
57-58
Gralkin*
59-61
Gray Oozes
62-64
Grougges
65-66
Hatchet-faced Goblins
67-70
Heretical Worm Cultists*
71-73
Hobgoblins
74-76
Hook Horrors
77-79
Horrid Hand Orcs*
80
Karma Chameleons
81-83
Monster Giant Rats
84-86
Orthodox Worm Cultists*
87-89
Scorpalbinus
90-92
Screaming Scums
93-94
Twilight Dwarves
95-00
Dungeon Dressing



Bent Blade Orcs
6 Orcs (AC 6; MV 9”; HD 1; hp 3, 4, 5, 4, 8, 5; #AT 1; D Battle axe; XP 13, 14, 15, 14, 18, 15)

Each orc carries 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-19 (1d20-1) copper pieces.

Madwood, Orc Leader (AC 5; MV 9”; HD 2; hp 11; #AT 1; D Battle Axe +1 to damage due to strength of 16; XP 42)

Madwood has 34 gold crescents, 16 silver spanners, and 13 copper pieces.

These orcs are on a raiding/scouting/hunting party. They are looking for food and easy kills but are open to negotiation when confronted by a strong-appearing group. If the Bent Blade Orc lair is attacked these orcs may be recalled as reinforcements.


Bugbears
1d4+1 Bugbear (AC 5; MV 9”; HD 3+1; #AT 1; D By weapon +1 due to strength; SA Surprise on a 1-3; XP 135 + 4/hp)

Each bugbear has 2d20 of each of the following coins: gold crescents, silver spanners, and copper pieces. They wear green and purple striped clothing and caps. Each will have 1d2 of the following: spear, battle axe, footman's mace, morning star, bastard sword, or military fork.


Bugbear Jacks
1d6+2 Bugbear Jacks (AC 5; MV 9”; HD 1+1; hp ; #AT 1; D Long sword or throwing axe; SA Surprise on a 1-3; XP 36 + 2/hp)

Each has a long sword, a throwing axe, 2d4 gold crescents, 2d8 silver spanners, and 2d12 copper pieces. They wear green and purple striped clothing and caps. They are looking to fight to prove their mettle. 15% chance they will have 1d4 captive goblins they are bringing back to the bugbear lair for conditioning.

Goblins (AC 6; MV 6”; HD 1-1; #AT 1; D By weapon type; XP 10+1/hp)

These goblins will be bound, have no treasure and no weapons.


Bugbear Runts
Bugbear Runt (AC 5; MV 9”; HD 1 to 4 hit points; hp ; #AT 1; D By weapon; SA Surprise on a 1-3; XP 7 + 1/hp)

The runts are out looking for valuable items to steal to impress the mature bugbears. They are likely to flee if facing an obviously superior force. They prefer hit and run tactics, ambushes, and annoying intruders. Each has a small shank, club, or makeshift weapon that does 1d3 damage.


Butcher Worms
1d4+2 Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)


Carver Bugs
1d4+2 Carver Bugs (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 Worms
1d4+2 Cross Worms (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)


Dopplegangers
1d3 Dopplegangers (AC 5; MV 9”; HD 4; #AT 1; D 1-12 or By weapon type; SA Surprise on 1-4, Mutable form; ESP; SD Immune to sleep and charm, save as F10; XP 330+4/hp)

These dopplegangers will be disguised as one of the following:

1d10
Disguise
1
Bent Blade Orcs
2
Bugbear Jacks
3
Gralkin
4
Hatchet-faced Goblins
5
Heretical Worm Cultists
6
Hobgoblins
7
Horrid Hand Orcs
8
Orthodox Worm Cultists
9
Twilight Dwarves
10
DM's choice, could be any humanoid, human, demi-human

They will have appropriate weapons and treasure for the race they are mimicking.


Froglodytes
1d3+1 Froglodytes (AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6; XP 125 +4/hp)

1 Froglodyte Leader (AC 5; MV 12”//15”; HD 4+2; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +2 to damage due to strength; SA Steam breath for 2d6; XP 165 + 5/hp)

Each will have a stone battle axe, but they also enjoy fighting with natural weaponry. The leader will have a piece of gold jewelery worth between 50-200 (5d4 X 10) gold crescents.


Gelatinous Cube
1 Gelatinous Cube (AC 8; MV 6”; HD 4; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 150 + 4/hp)


Ghasts
1d3 Ghasts (AC 4; MV 15”; HD 4; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 190+4/hp)

Ghouls
1d6+2 Ghouls (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)


Giant Boring Beetles
1d2 Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90 + 5/hp)


Giant Poisonous Snakes
1d3 Giant Poisonous Snakes (AC 5; MV 15”; HD 4+2; #AT 1 bite; D 1-3; SA Poison; XP 165+5/hp)


Giant Spiders
1d3 Giant Spiders (AC 4; MV 3"*12"; HD 4+4; #AT 1 bite; D 2-8; SA Webs, poison; XP 315 + 5/hp)


Goblins
1d6+6 Goblins (AC 6; MV 6”; HD 1-1; #AT 1; D Spear; XP 10+1/hp)

These goblins are fleeing the level due to the bugbear menace. There is a 40% chance they are being pursued by 1d6+2 bugbear jacks, as 08-12 above. These goblins will have 0-5 (1d6-1) silver spanners and 0-11 (1d12-1) copper pieces each.


Glutinous Gunges
1d4 Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)


Gralkin
Golden Eagle, Chaotic Evil female gralkin Fighter (AC 4; MV 9”; F5; hp 29; #AT 1; D Long sword +1 to damage due to strength; S 17, I 8, W 4, D 15, C 12, Ch 8; XP 324)

Plover, Chaotic Evil male gralkin Fighter (AC 5; MV 9”; F4; hp 23; #AT 1; D Battle axe; S 14, I 4, W 5, D 12, C 10, Ch 3; XP 205)

Rhea, Chaotic Evil male gralkin Fighter (AC 3; MV 9”; F2; hp 11; #AT 1; D Morning star +1, +4 vs cold-using creatures; S 13, I 7, W 3, D 16, C 13, Ch 5; XP 68)

Starling, Chaotic Evil male gralkin Fighter (AC 5; MV 9”; F2; hp 14; #AT 1; D Footman's flail +3 to damage due to strength; S 18/60, I 6, W 7, D 10, C 16, Ch 7; XP 77)

These gralkin are on “routine patrol”. They wear chain armor and black Triskelion uniforms. Golden Eagle wears an elaborate gold great helm (400 gold crescents).

A very favorable reaction roll will have believing the party are high ranking officials. A very poor reaction roll will have them assuming the party are escaped prisoners. There is a 10% chance they have captured 1d4 of the following and are escorting them to be locked away in one of the cell blocks.

1d10
Prisoners
1
Bent Blade Orcs
2
Bugbear Jacks
3
Gralkin
4
Hatchet-faced Goblins
5
Heretical Worm Cultists
6
Hobgoblins
7
Horrid Hand Orcs
8
Orthodox Worm Cultists
9
Twilight Dwarves
10
DM's choice, could be any humanoid, human, demi-human

Prisoners will have been relieved of their weapons and cash and beaten down to 1d4 hit points.


Gray Oozes
1d2 Gray Oozes (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)


Grougges
1d2 Grougges (AC 5; MV 12:; HD 3+3; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 85 + 4/hp)


Hatchet Faced Goblins
1d8+4 Hatchet-faced Goblins (AC 5; MV 9”; HD 1+1; #AT 1; D Long sword or heavy crossbow; XP 20 + 2/hp)

Each will have a long sword, a heavy crossbow, 1d10+10 bolts, 4-16 (4d4) gold crescents, 6-36 (6d6) silver spanners, and 6-48 (6d8) copper pieces.


Heretical Worm Cultists
5 Heretical Worm Cultists (AC 10; MV 12”; HD 1-6 hit points; hp 4, 2, 2, 3, 4, 6; #AT 1; D Dagger +2 due to strength; XP 9, 7, 7, 8, 9, 11)

Sooames the Observant, Lawful Evil male human Fighter (AC 8; MV 12”; F4; hp 20; #AT 1; D Dagger +2 due to strength; S 18, I 15, W 15, D 12, C 18, CH 8; XP 190)

Troocs the Pious, Lawful Evil male human Cleric of the Worm God (AC 9; MV 12“; C5; hp 22; #AT 1; D Footman's Flail +2 to damage due to strength; SA Spell use; S 18, I 8, W 15, D 15, C 18, CH 7; XP 407)

First Level Cleric Spells:
Cause Light Wounds, Command, Cure Light Wounds X2, Darkness

Second Level Cleric Spells:
Chant, Find Traps, Silence, 15' Radius, Snake Charm

Third Level Cleric Spells:
Bestow Curse

Troocs has 102 gold cylinders (each worth 1 gold crescent). Sooames and each cultist has 5 to 14 (1d10+4) gold cylinders. The cultists wear gray robes and each harbors a gray wormspawn, augmenting their strength and constitution to 18. Each time a cultist is brought to 0 hit points, a gray wormspawn will emerge from their body 1d3 rounds later.

7 Gray Wormspawn (AC 7; MV 9”; HD 2+1; hp 15, 10, 10, 12, 9, 5, 13; #AT 1 bite; D 1-4; SA Drain blood for 4 hit points per round; XP 95, 80, 80, 86, 77, 65, 89)


Hobgoblins
2d4+4 Hobgoblins (AC 5; MV 9"; HD 1+1; #AT 1; D Black iron broad sword; XP 20 + 2/hp)

Hobgoblin Sergeant (AC 5; MV 9”; HD 1+1; hp 9; #AT 1; D Black iron broad sword or black iron dagger; XP 38)

Hobgoblin Captain (AC 3; MV 9”; HD 3; hp 16; #AT 1; D Black iron bastard sword or black iron dagger +2 damage due to strength; XP 83)

Each hobgoblin will have 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-27 (3d10-3) copper pieces. They wear black Triskelion uniforms over their armor.

They have a 50% chance of having important cargo that they are bringing up or down the dungeon:

1d12
Containers
Contents
1
Barrels
1d4
1=beer
2=wine
3=lamp oil
4=whiskey
2-3
Chests
1d6
1=2d100+400 gold crescents
2-3=3d100+500 silver spanners
4=3d100+500 copper pieces
5=gold ore (1d100X5 gold crescent value)
6=black iron weapons
4
Coffin
1d4
1=half strength vampire thrall
2=corpse with 2d100+600 gold crescents worth of jewelry
3=zombie with 2d100+600 gold crescents worth of jewelry
4=bound prisoner (might be adventurer, evil gnome, twilight dwarf, humanoid, disguised doppleganger)
5-7
Crates
1d10
1=rope
2=torches
3-7=non-perishable food
8=iron spikes
9=mining equipment
10=carpentry equipment
8-9
Metal Urns
1d4
1=gold dust (2d20X100 gold crescent value)
2=vampire dust
3-4=silver dust (1d20X100 gold crescent value)
10-11
Sacks
1d4
1=1d100+100 gold crescents
2=1d100+200 silver spanners
3=1d100+300 copper pieces
4=1d100+300 fraud copper pieces painted gold
12
Stone Containers
1d4
1=green slime
2=1d100 gems base 10 gold crescents
3=random magic item with 2d4 identical but non-magical items
4=1d20+100 gold mabans

If they have cargo, the hobgoblins will be aided by 1d6+4 goblin porters.

Goblins (AC 6; MV 6”; HD 1-1; #AT 1; D Short sword; XP 10+1/hp)

Each goblin will have 0-7 (1d8-1) silver spanners and 0-11 (1d12-1) copper pieces and wear orange Triskelion uniforms.


Hook Horrors
1d3 Hook Horrors (AC 3; MV 9”; HD 5; hp ; #AT 2 talons; D 1-8/1-8; SD Only surprised on a 1 in 10; XP 90 + 5/hp)


Horrid Hand Orcs
5 Horrid Hand Orcs (AC 6; MV 9”; HD 1+3; hp 10, 10, 8, 4, 9; #AT 1; D Broad sword or dagger +1 to damage due to strength; XP 40, 40, 36, 28, 38)

Clencher, Horrid Hand Orc Leader (AC 6; MV 9”; HD 2+3; hp 14; #AT 1; D Broad sword or dagger +1 to damage due to strength of 17; XP 77)

Each orc carries a broad sword, a dagger, a normal shield, 2-7 (1d6+1) gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper pieces. The Horrid Hand's shields are marked with a gray open hand with a red mouth in the palm. Their skin is an unhealthy mottled gray and black. The average warrior has a strength of 16 and unusually high base morale (80%).

Clencher is armed and armored as above but has 11 gold crescents, 21 silver spanners, and 17 copper pieces.


Karma Chameleons
1d3 Karma Chameleons (AC 5; MV 15”; HD 3+1; #AT 1 bite; D 1-8; SA 90% Undetectable, +4 to hit with tongue, swallow whole, bad luck; SD Never surprised; XP 125 + 4/hp)


Monster Giant Rats
1d4 Monster Giant Rats (AC 6; MV 15”//6”; HD 3+3; hp 20; #AT 1 bite; D 2-8; SA Disease; XP 165)

It's chance of disease is as a normal giant rat.


Orthodox Worm Cultists
5 Orthodox Worm Cultists (AC 5; MV 9"; F1; hp 2, 1, 6, 2, 7; #AT 1; D Scimitar; SD Only surprised on a 1, see invisible; XP 24, 22, 32, 24, 34)

3 Orthodox Worm Cultists (AC 5; MV 9"; F2; hp 15, 10, 10; #AT 1; D Scimitar; SD Only surprised on a 1, see invisible; XP 80, 65, 65)

Jengun the Unruly, Lawful Evil female human Fighter (AC 4; MV 9"; F4; hp 21; #AT 1; D Scimitar +1 to damage due to strength; SD Only surprised on a 1, see invisible; S 16, I 13, W 9, D 15, C 14, Ch 3 (17 to Worm Cultists only); XP 195)

Borogome the Relentless, Lawful Evil male human Cleric of the Worm God (AC 5; MV 9“; C4; hp 17; #AT 1; D Footman's mace; SA Spell use; SD Only surprised on a 1, see invisible; S 14, I 9, W 14, D 12, C 11, CH 3 (13 to Worm Cultists only); XP 250)

First Level Cleric Spells:
Cause Fear, Command, Cure Light Wounds X2, Light

Second Level Cleric Spells:
Find Traps, Hold Person

All of these men wear chain mail armor and have received the Kiss of the Worm God. Each of the fighters carries between 7 and 12 (1d6+6) small gold cylinders, each equivalent in value to a gold crescent. Jengun has 50 cylinders and Borogome has 54. Borogome also carries a thin piece of iron for the hold person spell and a small silver holy symbol of the worm god on a chain around his neck. This appears to be worth 10 gold crescents, but it is cursed. If placed around the neck, it causes blindness in 1d4 rounds unless a saving throw vs poison is made.


Scorpalbinus
1d6+2 Scorpalbinus (AC 7; MV 12”; HD 2+1; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 35 + 3/hp)


Screaming Scums
1d2 Screaming Scums (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood for 2-8; SD Scream; XP 110 + 4/hp)


Twilight Dwarves
1d6+2 Twilight Dwarves (AC 5; MV 6”; HD 1; D Military pick; SD Save at +3 vs poison and petrification; XP 10 + 1/hp)

1d3 Twilight Dwarf Warriors (AC 5; MV 12”; F2; #AT 1; D Battle Axe (50%) or hammer (50%); SD Save at +3 vs poison and petrification; XP 35 + 3/hp)

1 Twilight Dwarf Hero (AC 5; MV 12”; F4; #AT 1; D Battle Axe (50%) or hammer (50%); SD Save at +3 vs poison and petrification; XP 90 + 5/hp)

There is a 25% chance that they will be accompanied by (roll 1d6) a 5th level thief (1-2), a 2nd/3rd level magic-user/thief (3-4), or a 3rd /3rd level fighter/thief (5-6)

Dungeon Dressing

1d10 Description
1
Loud screeching/howling sound coming from about 40 feet away. If investigated, there is nothing. Roll again immediately for random encounters.
2
Spoor of one of monsters in table above, roll randomly to find monster, ignoring roll of Dungeon Dressing.
3
The floor is covered with thousands of tiny gray worms. They squish.
4
A barrel of molasses.
5
Scent of brine.
6
Scraps of cloth decorated by floral patterns.
7
Small crate holding broken bottles of strong perfume.
8
Unanimated human skeleton wearing gray Triskelion prison uniform.
9
Pyramid of goblin skulls, expertly stacked.
10
Bloody bootprints.