Showing posts with label Inner Ward The Rat Warrens. Show all posts
Showing posts with label Inner Ward The Rat Warrens. Show all posts

Monday, October 6, 2014

INNER WARD THE RAT WARRENS BB TOMB.

BB TOMB. A violet fungus is located about six feet from the entrance. The rich black earth of the floor is covered with a riot of multicolored mushrooms. A natural shelf along the southwest wall holds a stone sarcophagus.

Violet Fungus (AC 7; MV 1”; HD 3; hp 16; #AT 3; D Rotting poison; XP 199)

This particular fungus has three branches. Anyone struck by a branch must save versus poison. A failure to save causes death as the flesh-rotting poison overwhelms the body.

This room was used to inter the previous king, but the ratkin are foul creatures so it was eventually turned into a dumping place for trash, scraps, and other unwanted objects. With the deposition of so many items, many of which had an organic nature, fungal growths naturally took a liking to the area. The rats abandoned the area when the violet fungus made it completely inhospitable.

Within the sarcophagus is the mummified corpse of Trewkins's antecedent. The body has several striking irregularities. There are four forelimbs, two larger ones in the normal positions, and two tiny ones sticking out of the chest. The head is oversized in comparison to the body, and there are three tails. On the chest of the body is a golden crown (2500 gold crescent value) and one hand clutches an orb of office, actually a large pearl worth 900 gold crescents.

Sunday, October 5, 2014

INNER WARD THE RAT WARRENS AA ROYAL BEDCHAMBER.

AA ROYAL BEDCHAMBER. Guarded by two zombies, the queen sits upon a chair made of human femurs stitched together with wire, her pet rat rests upon her lap. She caresses and croons softly to it. It calms her.

Hilgreta, Brown Ratkin, The Rat Queen (AC 6; MV 12”//6”; HD 3+4; hp 22; #AT 1 bite; D 1-4; SA Spell-like abilities, disease; SD Resistant to normal weapons; XP 263)

Pet Albino Zombie Giant Rat (AC 7; MV 12"//6"; HD 1; hp 5; #AT 1 bite; D 1-3; SA Disease; XP 19)

2 Brown Ratkin Zombies (AC 7; MV 6”; HD 3; hp 19, 11; #AT 1 bite; D 1-8; SA Disease, always lose initiative; SD Limited spell immunity; XP 95, 74)

Hilgreta is thin to the point of being skeletal, her flesh and fur clinging to her frail-appearing limbs and ribs. In reality, she carries something unnatural about her, almost as if she was one of the undead. She wears a white gown and has a silver tiara set with emeralds (1, 500 gold crescent value). She holds a white scepter of alien metal (140 gold crescent value to a sage only). She has several special abilities:

  • Weapon Resistance: She takes only 1 point of damage, plus strength bonuses, from normal weapons. Silver, black iron, or magic weapons affect her normally.

  • Contact Other Plane: Hilgreta can communicate with the negative material plane once per month, as if using the magic-user spell contact other plane.

  • Animate Dead: Once per day, Hilgreta may animate dead, as if she were a 9th level magic-user. She will use this ability to re-animate rats or ratkin killed as the result of player character depredation.

  • Curse: Usable once every three rounds, she may issue a curse, affecting all living beings within earshot. The victims must save versus spells or suffer one of the following:

1d12

1
Blurred vision. -2 on all “to hit” rolls
2
Violent retching. Lose 1d3 hit points immediately, lose another 1 hit point per day until cured or perish
3
Clumsiness. Must save vs petrification every round to avoid dropping weapon, wand, etc.
4
Uncontrollable screaming. Can't cast spells with verbal component. Can't surprise monsters with sense of hearing. Double chances of random encounters. Doesn't scream if asleep or knocked unconscious.
5
Second head. A giant rat's head grows from your neck and starts biting you. Attacks as a ½ hit die monster for 1 point of damage per attack. Can be chopped off, doing 1-4 points of damage to you.
6
Stone limb. 1d4 (1= right arm, 2 = right leg, 3 = left arm, 4 = left leg)
7
Voices. They talk to you constantly, distracting you and telling you horrid things. Attacks are at -1 to hit. Spells have an additional 15% chance of failing.
8
Unfavorable aura. Al reaction rolls will be made at -25%. Merchants will overcharge you by 50% if they think they can get away with it.
9
Lethargy. Character is slowed.
10
Footprints. Character leaves behind bright neon-colored foot prints that don't fade for several hours. Easy to track, double chance of random encounters.
11
Mundanity. No magic items will work for you.
12
Excessive salivation. Lose 1 hit point now and another hit point every day due to dehydration until cured.

Curses will last until removed with a remove curse spell.

The room is draped in sheets of purple. Candelabras provide sufficient lighting. There is a huge bed near the south wall, a wardrobe near the east wall, and four large wooden crates near the west wall.

The wardrobe holds white and purple gowns, robes, and cloaks, sized to fit the queen. Two of the crates hold purple candles, one holds tinder, flint and steel, and the last is actually a folding boat. The command words are written invisibly on the surface: “klaatu”, “barada”, and “nikto”.

Saturday, October 4, 2014

INNER WARD THE RAT WARRENS Z PRINCESS'S BOUDOIR.

Z PRINCESS'S BOUDOIR. Three female brown ratkin occupy this room.

Princess Fidget, Brown Ratkin Princess (AC 6; MV 12”/18”//6”; HD 2+2; hp 13; #AT 1 weapon and 2 wing slashes; D Dagger and 1-4/1-4; XP 74)

Willa and Glinda, Brown Ratkin Handmaidens (AC 6; MV 12”//6”; HD 2; hp 10 each; #AT 1 weapon or 1 bite; D Dagger or 1-4; SA Disease; XP 38 each)

Princess Fidget sports a pair of batwings tipped with nasty claws. She is too proper to bite anyone, but her handmaidens aren't. She wears gold earrings worth 25 gold crescents each. Willa has a silver bracelet worth 15 gold crescents and Glinda has a silver nosering worth 7 gold crescents.

The room is comfortable, its floor lined with pillows and blankets. It is always illuminated by a hooded lantern. Ceiling height is eight feet.

Friday, October 3, 2014

INNER WARD THE RAT WARRENS Y GREATER TREASURE CHAMBER.

Y GREATER TREASURE CHAMBER. Two brown ratkin are assigned to guard this room. If they hear the sounds of combat in Room X, one will leave her post to investigate, taking a round to arrive.

2 Brown Ratkin Guards (AC 6; MV 12”//6”; HD 2; hp 6, 12; #AT 1 weapon or 1 bite; D Short sword or 1-4; SA Disease; XP 40, 52)

These ratkin are very loyal and guard the following valuables:

  • Seven silver goblets (2 gold crescents each) resting on an ornate throw rug (14 gold crescent value)
  • Four open chests holding 6093 silver spanners, and 414 gold crescents in mixed coin
  • A wooden box lined with blue felt and holding 5 (base 10 gold crescent) mottled blue azurite gems and 3 (base 50 gold crescent) pale yellow brown citrine gems.
  • A silver left hand prosthetic of exquisite workmanship, valued at 120 gold crescents
  • A pauldron from a suit of plate armor, but it is made of solid gold, valued at 425 gold crescents

The room height is nine feet, the floor is dry and sandy instead of rocky.

Thursday, October 2, 2014

INNER WARD THE RAT WARRENS X RAT KING'S COURT.

X RAT KING'S COURT. This huge room is lit by a dozen brightly burning torches located on wall mounts about the room. The floor is sand and the ceiling is eighteen feet. Two massive stone thrones are at the area marked 'X'. In one sits the monstrosity known as the king of rats. Numerous giant rats and ratkin subjects attend the king, or dance about the room for his amusement.

Trewkins, Brown Ratkin, The Rat King (AC 6; MV 12”//6”; HD 5+2; hp 25; #AT 3 bites; D 1-8/1-8/1-8; SA Disease; Size M; XP 375)

Trewkins sports three heads, all of which resemble dogs or bears as much as they do rats. Each head holds a golden crown. The first is decorated with emeralds, the second rubies, and the third sapphires. Each is fashioned in a different style but is worth 1250 gold crescents.

Tillerbee, Brown Ratkin, Royal Scribe (AC 6; MV 12”//6”; HD 2; hp 7; #AT 1 bite; D 1-4; SA Disease; XP 42)

Tillerbee is a coward. He makes all morale checks at -20%. He is dressed in a plum jacket and wears a monocle.

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

5 Brown Ratkin Subjects (AC 6; MV 12”//6”; HD 2; hp 11, 6, 12, 9, 7; #AT 1 bite; D 1-4; SA Disease; XP 50, 40, 52, 46, 42)

13 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp ; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)

The other features of the room are a pit near the center of the room and a pool near the north wall. The pit is twelve feet deep and has been covered with sticks bound together with leather and rope. Imprisoned within is a giant lynx.

Alibi, Giant Lynx (AC 6; MV 12”; HD 2+2; hp 14; #AT 2 claws and 1 bite; D 1-2/1-2/1-4; SA Rear claws for 1-3/1-3, surprise on 1-5; SD Hide (90%), detect traps (75%); XP 162)

Alibi is desperate to be free. She knows that the ratkin plan to eat her because they have not been unclear in their taunts and abuse. If released by the player characters during combat, she will stay to fight on their side. If she is still alive at the end of combat, she will accompany the party for one full day as payment for their good deed. If treated with anything other than the highest respect, however, she will abandon them without a thought.

The pool contains clear, fresh water, which is constantly being replenished by a natural spring. It holds several blind white cavefish, aquatic insects, and pale water worms, which supplement the rodent's diet.

If the ratkin have been harassed by the player characters over the course of several sessions, they will tend to congregate in this room, where they have access to water and food supplies.

Wednesday, October 1, 2014

INNER WARD THE RAT WARRENS W LESSER TREASURE CHAMBER.

W LESSER TREASURE CHAMBER. Nine giant rats are guarding two wooden chests, each of which holds exactly 1000 copper pieces.

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

Tuesday, September 30, 2014

INNER WARD THE RAT WARRENS V STORAGE ROOM.

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

INNER WARD THE RAT WARRENS U TRAPPED CORRIDOR.

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

INNER WARD THE RAT WARRENS T GUARDS.

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

INNER WARD THE RAT WARRENS S STAIRS.

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

INNER WARD THE RAT WARRENS R RATS' NEST.

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

INNER WARD THE RAT WARRENS Q MACHINE SHOP.

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

INNER WARD THE RAT WARRENS P ROOM OF THE STATUE.

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

INNER WARD THE RAT WARRENS O MARCHING ORDERS.

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

INNER WARD THE RAT WARRENS N OUTPOST.

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

INNER WARD THE RAT WARRENS M RAT BASTARD.

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

INNER WARD THE RAT WARRENS L RUG RATS.

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

INNER WARD THE RAT WARRENS K RAT PACK.

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

INNER WARD THE RAT WARRENS A TO J ENTRANCES.

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


A
Room 67 Inner Ward Ground Level
B
Room 10 Upper Dungeons Level 1
C
Area 25 Inner Ward The Sewers
D
Room 13 Inner Ward The Cellars
E
Area 29 Inner Ward The Sewers
F
Room 2 Inner Ward The Cellars
G
Area 7 Inner Ward The Sewers
H
Room 6C Upper Dungeons Level 1
I
Room 9 Inner Ward The Cellars
J
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
1d100


01-10
Messenger: 1 giant rat
11-20
Patrol: 1 brown ratkin leading a group of 1d4+2 giant rats
21-25
Guards: 2 brown ratkin
26-65
Scavengers: 1d4+1 giant rats
66-90
Commoners: 1d3 brown ratkin
91-95
Royals Subtable
96-00
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
1d4


1-4
Prince Hvool
5
Princess Fidget
6-7
King Trewkins
8
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
1d12


1
1d2 Butcher Worms
2
1d2 Carver Bugs
3
1d2 Cross Worms
4-5
1d2+2 Ghouls
6
1 Glutinous Gunge
7
1 Gray Ooze
8
1d2 Huge Spider
9
1d2+1 Trigintipede
10-12
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:
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:
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)