The Dwarf Fortress

This is a AD&D 1E adventure that I used with my party.  If you need a dwarf fortress that has been taken over by bad guys, feel free to use! 

Overview:

The last merchant convoy from the dwarves of the Vasti Colles (Waste Hills) was six months ago.  Since then there have been no shipments of iron ore from the dwarves.  As a result, iron ore has become scarce and this has driven up the prices of weapons, armor, tools, horseshoes, and anything made of iron by 40%.


The party has decided to investigate what happened to the dwarves.  The dwarves have a fortress in the Vasti Colles about 160 miles north and west of the City of Greymane.  The party will take the trade road to the hills, which borders the great Tenebris Silva (Dark Forest).



The party has an NPC who wants to accompany the party and can act as a guide.  

NPC:

“Gustav”

Male dwarf

76 years old

S: 17, I: 16, W: 14, D: 15, C: 18, Ch: 9

AL: Lawful Neutral

HP: 28

4th level fighter / 5th level thief

Battle ax +1, short sword, light crossbow, hammer, footman’s mace

Chain mail +1, small helmet

Also has 12 light crossbow bolts +1

Speaks dwarven, gnome, goblin, kobold, orcish, common, and under common


Gustav is from the dwarven city of Zwergenstadt.  He is the fifth son of the chief there, had a falling out and left over 40 years ago to go adventuring.  He has also heard about all contact with the dwarves ending six months ago and wants to know what happened.  He knows how to get to the fortress and knows the secret entrance into the fortress.

Getting to the Fortress

The fortress is a 160 mile trip up the trade road to the hills of the Vasti Colles.  Weather tables apply, I use the tables from the Wilderness Survival Guide.  The party will need to rest.  Hunting and foraging is possible, but it will need to be in the forest to the east of the road (there won’t be game to hunt on a heavily traveled trade road).  This will make the journey take longer.  

Trade road encounters

There is a 5% chance of encountering wandering creatures while on the trade road and its surroundings each hour.  If characters have an encounter, roll to determine what they will encounter:



Die Roll

Encounter

01

Ant, giant

02-03

Bear, brown

04

Blink dog

05-08

Bugbear

09

Cattle, wild

10-20

Demi-humans

21-22

Dog, wild

23-24

Dragon

25

Eagle, giant

26-27

Giant

28-30

Goat, giant

31-32

Grifon

33-35

Herd animal

36-37

Hippogriff

38-48

Horse, wild

49-51

Leprechaun

52-53

Lion

54-55

Lychanthrope

56-70

Men

71-75

Ogre

76

Owl, giant

77

Pegasus

78

Porcupine

79

Snake

80-83

Spider

84-87

Stag

88

Toad, giant

89

Troll

90-91

Undead

92

Wasp, giant

93

Weasel, giant

94-98

Wolf

99-00

Wolf, Worg


Ant, giant

Number appearing: 1d4, AC: 3, Move: 18”, HD: 2, hit points:2d8, No. Attacks: 1, damage: 1-6, Size: 2’ long, XP: 20 + 2/hp, THAC0: 16


Bear, Brown

Number appearing: 1, Armor class: 6, Move: 12”, HD: 5+5, hit points: 5d8+5, No. Attacks: 3, damage: 1-6/1-6/1-8, Special attacks: hugs: 2d6, Size: 9’ tall, XP: 150 + 6/hp, THAC0: 15


Blink Dog


Bugbear

Number appearing: 1d4, Armor class: 5, Movement: 9”, HD: 3+1, hit points: 3d8+1, No. Attacks: 1, Damage/attack: 2-8 (morning stars), Special attacks: Surprise on 1-3, Size: 7’ tall, Treasure: 3-24 cp, 3-18 sp, 2-12 ep, 2-8 gp each, XP: 60+4/hp, THAC0: 16


Cattle, wild

Number appearing: 20, Armor class: 7, Movement: 15”, HD: 1-4, hit points 1d4, No. Attacks: 1, Damage/attack: 1-4, Special attack: Stampede (25% chance), size: large, XP: 10+1/hp


Demi-Humans


Roll d6 to determine:

1-3: Gnomes


Fleeing the Empire

5th level fighter

3rd level fighter

20 1st level fighters

40 women and children


Will spread rumors of undead in the hills and Imperial atrocities from the Free Cities in the far north


4-6: Wood elf patrol 


The wood elves are from the forest.  There is a wood elf village in the forest.


1 giant owl

Armor Class: 6, Move: 3”/18”, Hit points: 29, No. Attacks: 3, Damage/attack: 2-8/2-8/2-5, Alignment: Neutral


1 patrol  leader

2nd level fighter

Studded leather armor, short bow, long sword, 

S: 17, I: 12, W: 12, D: 16, C: 16, Ch: 14, HP: 13, THAC0: 20, AL: CG

Armor class: 6, Damage: 1-6 (bow) or 1-8 (sword), No. Attacks: 2 (bow) or 1 (sword), +1 to hit with bow and sword


4 patrol members

Leather armor, short bows, long swords

Armor class: 8, Damage: 1-6 (bow) or 1-8 (sword), No. Attacks: 2 (bow) or 1 (sword), HP: 4, 8, 2, 5, THAC0: 20, AL: CG, +1 to hit with bow and sword


Dog, Wild

Number appearing: 4d4, Armor class: 7, Movement: 15”, HD: 1+1,  hit points 1d8+1, No. Attacks: 1, damage 1-4, size: small, XP: 20+2/hp, THAC0: 18


Dragon


If this is indicated, roll d6 to determine the type:

1-2: Copper

AC: 1, Move: 9”/24”, HD: 7, hp: 35 (adult), No. Attacks: 3, Damage: 1-4/1-4 / 5-20, Special Attacks: Gas breath, save vs. breath weapon or move at ½ speed for 6 mele rounds, XP:  525+8/hp, AL: CG/CN, THAC0: 13


3-5: Green

AC: 2, Move: 9”/24”, HD: 7, hp: 35 (adult), No. Attacks: 3, Damage: 1-6/ 1-6/ 2-20, Special Attacks: Chlorine gas breath weapon, XP: 525+8/hp, AL: LE, THAC0: 13


6: Red

AC: -1, Move: 9”/24”, HD: 9, hp: 45 (adult), No. Attacks: 3, Damage/Attack: 1-8/1-8/3-30, Special Attacks: Cone of fire, XP: 1300+12/hp, THAC0: 12, AL: CE


Eagle, Giant

Number appearing: 1d4, Armor class: 7, Movement: 3”/48”, HD: 4, hit points: 4d8, No. Attacks: 3, Damage/attack: 1-6/1-6/2-12, Special attacks: +4 hit probability if attack from,  climbing 50’ or more.  Generally ignore good characters but attack evil ones, XP: 60+4/hps, THAC0: 15


Giant, Hill

No. Appearing: 1d4, AC: 4, Move: 12”, HD: 8+1-2, No. Attacks: 1, Damage/Attack: 2-16, Special Attacks: hurl rocks for 2-16 damage, AL: CE, THAC0: 12 , XP: 900+12/hp


Goat, Giant

No. Appearing: 1-12, AC: 7, Move: 18”, HD: 3+1, No. Attacks: 1, Damage/attack: 2-16, Special Attacks: +4 damage when they charge, AL: N, THAC0: 16, XP: 85+4/hp


Griffon

No. Appearing: 2-12, AC: 3, Move: 12”/30”, HD: 7, No. Attacks: 3, Damage/attack: 1-4/ 1-4/ 2-16, AL: N, THAC0: 13, XP: 225+8/hp 


Herd Animal

No. Appearing: 4d4, Armor class: 8, Movement: 15”, HD: 1-5, Hit points: 1d4+1, No. Attacks: 1, Damage/attack: 1-6.  Herd animals defend if attacked, otherwise will flee., XP: 10+1/hp


Hippogriff

No. Appearing: 1-12, AC: 5, Move: 18”/36”, HD: 3+3, No. Attacks: 3, Damage/Attack: 1-6 / 1-6 / 1-10, AL: N, THAC0: 16, XP: 60+4/hp


Horse, Wild

No. Appearing: 1d4+1, Armor class: 7, Movement: 24”, HD: 2, Hit points: 2d8, No. Attacks: 1, Damage/Attack: 1d4-1, Size: Large, XP: 20+2/hp


Leprechaun

No. Appearing: 1, AC: 8, Move: 8”, HD: 2-5 hp, No. Attacks: 0, Damage/Attack: Nil, Special Attacks: create illusions, polymorph nonliving objects, ventriloquism, Special Defenses: cannot be surprised, can become invisible at will, AL: N, XP: 32+1/hp


Lion

No. Appearing: 2-12, AC: ⅚, Move: 12”, HD: 5+2, No. Attacks: 3, Damage/Attack: 1-4/ 1-4/ 1-10, Special Attacks: rear claws for 2-7/2-7, Special Defenses: Surprised on a 1, THAC0: 15, XP: 225+6/hp


Lycanthrope (Werebear)

No. Appearing: 1, AC: 2, Move: 9”, HD: 7+3, No. Attacks: 3, Damage/Attack: 1-3/ 1-3/ 2-8, Special Attacks: Hug for 2-16, Special Defenses: Hit by silver or +1 or better, AL: CG, THAC0: 13, XP: 525+8/hp



Man, Bandits

1 level one fighter (leader)


S: 15

I: 11

W: 6

D: 15

C: 17

CH: 14


Leather armor, spear


Hit points: 7, Armor class: 8, No. Attacks: 1, Magic Resistance: Standard, Alignment: Chaotic Evil, THAC0: 20

Spear: 1 attack/turn, damage 1d6, XP: 17


5 level 0 bandits

Hit points: 5, 1, 6, 4, 2, THAC0: 20

Leather armor, short bows


Armor class: 8, No. Attacks: 1, Magic Resistance: Standard, Alignment: Chaotic evil

Short bow: 2 attacks/turn, damage 1d6, XP: 10+1/hp


Man, Pilgrim

These are pilgrims of The Betrayer.  They will attack the party and attempt to rob the party.  


10 pilgrims, 0 level fighters, Armor class: 10, Hit points: 2, 5, 1, 2, 3, 1, 2, 6, 3, 5, Alignment: Chaotic Evil, each carries 18 cp, XP: 10+1/hp, THAC0: 20


2nd level priest

S: 15

I: 12
W: 18

D: 15

C: 16

Ch: 18

XP: 50


Chain mail armor with a shield, Mace +1

Hit points: 15, Armor class: 4, No. Attacks: 1, Damage/attack: 1d6+2, Alignment: Chaotic evil, THAC0: 20


Spells:

Cause light wounds,, Command


The priest carries 11ep, 17cp, and 2gp.


1st level fighter

S: 18

I: 14

W: 12

D: 15

C: 16 

Ch 10

XP: 23


Chain mail armor with a shield, long sword +1

Hit points: 13, Armor class: 4, No. Attacks: 1, Damage/attack: 1d8+1, Alignment: Chaotic Evil, THAC0: 20


The fighter carries 8ep and 6 gp.


Ogre


No. Appearing: 1d6, Armor class: 5, Movement: 9”, HD: 4+1 No. Attacks: 1, Damage/attack: 1d10, Alignment: Chaotic evil, XP: 90+5/hp, THAC0: 15


They will be carrying: 70gp each.


Owl, Giant

No. Appearing: 2-5, AC: 6, Move: 3”/18”, HD: 4, No. Attacks: 3, Damage/Attack: 2-8/2-8/2-5, Special Attacks: Surprise on a 1-5, AL: N, THAC0: 15, XP: 85+4/hp


Pegasus

No. Appearing: 1-10, AC: 6, Move: 24”/48”, HD: 4, No. Attacks: 3, Damage/Attack: 1-8/1-8/1-3, AL: CG, THAC0:15, XP: 60+4/hp


Porcupine, Giant

No. Appearing: 1d4, Armor class: 5, Movement: 6”, HD: 6,  No. Attacks: 1, Damage/attack: 2d4, Special attacks: Can shoot 1d8 quills for 1d4 damage each, Alignment: Neutral, XP: 150 + 6/hp, THAC0: 13


Snake, Giant (poisonous)

No. Appearing: 1, Armor class: 5, Movement: 15”, HD: 4+2, No. Attacks: 1, Damage/attack: 1d4-1,  Special attacks: saving throw when bitten or 3d6 damage from poison, Alignment: Neutral, XP: 130+5/hp, THAC0: 15


Spider, Huge

No. Appearing: 1d4, Armor class: 6, Movement: 18”, HD: 2, No. Attacks: 1, Damage/attack: 1d6, Special attacks: surprise on a 1-5 (out of 6), XP: 35+3/hp, THAC0: 16


Stag

No. Appearing: 1-4, Armor class: 7, Movement: 24”, HD: 3, No. Attacks: 1 or 2, Damage/attack: 2-8 or 1-3/1-3, XP: 35+3/hp


Toad, Giant

No. Appearing: 1d4, Armor class: 6, Movement:6” + 6” hop, HD: 2+4, No. Attacks: 1, Damage/attack: 2d4, XP: 35+3/hp, THAC0: 16


Troll

No. Appearing: 1, Armor class: 4, Movement: 12”, HD: 6+6, No. Attacks: 3, Damage/attack: 1d4+4/1d4+4/2d6, Special Defenses: regenerates 3 hit points/round, must be immersed in acid or burned to kill, XP: 400+8/hp, THAC0: 13


Skeletons 

No. Appearing: 1d10, AC: 7, HD: 1, Movement: 12”, No. Attacks: 1, Damage/Attack: 1-6, Special Defense: ½ damage from edged weapons, suffer 2-8 damage from holy oil, hp: 3, 2, 6, 2, XP: 10+1/hp, THAC0: 18


Wasp, Giant

No. Appearing: 1d4, Armor class: 4, Movement: 6”/21”, HD: 4, No. Attacks: 2, Damage/attack: 2d4/1d4, Special attacks: poison, will kill within 1d4+1 days, XP: 85+4/hp, THAC0: 15


Weasel, Giant

No. Appearing: 1, Armor class: 6, Movement: 15”, HD: 3+3, No. Attacks: 1, Damage/attack: 2d6, Special attacks: 2d6 draining blood damage/round after a hit (does not release its jaws after a bite), XP: 84 + 4/hp, THAC0: 16


Wolf

No. Appearing: 2d4, Armor class: 7, Movement: 18”, HD: 2+2, No. Attacks: 1, Damage/attack: 1d4+1, XP: 35+3/hp, THAC0: 16


Wolf, Worg

No. Appearing: 1d4, Armor class: 6, Movement: 18”, HD: 4+4, No. Attacks: 1, Damage/attack: 2d4, XP: 90+5/hp, THAC0: 15


The Dwarven Fortress

Guard Tower

The guard tower is a 30 foot tall square tower.  The tower is 30 x 30 and has two levels.  Adjacent to the tower is a single story 30x10 building that used to be stables for the mules of the dwarves.  Surrounding both are smashed wagons and carts as well as mule skeletons that have been picked clean of meat..


Ground Level 

The ground level has a door leading into the tower.  The tower has two murder holes on each side.  There are nine hobgoblin on the first floor.  The hobgoblin will use the murder holes if possible to shoot the party.


Hobgoblin (9):

AC: 5 (1 from murder holes), Move: 9”, HD: 1+1, hp: 6, 8, 2, 5, 8, 7, 8, 9, 3, No. Attacks: 2 (shortbow) or 1 (short sword), Damage/attack: 1d6, AL: CE, THAC0: 19, XP: 10+1/hp


The first floor has a set of stairs that go up to the second floor.  There is a fountain, a latrine, a table, and four beds on this floor.

Second Level 

The second level has a rectangular opening to allow the firing of a ballista.  There are three hobgoblin here, who man the ballista:


AC: 5 (1 from murder holes), Move: 9”, HD: 1+1, hp: 6, 8, 2, No. Attacks: 2 (shortbow) or 1 (short sword), Damage/attack: 1d6, AL: CE, THAC0: 19, XP: 10+1/hp


The ballista:

Range ¼” to 32”, fires one per four rounds, takes two crew, fires at 2HD.  Damage is 2d6 on a hit.  It will take the gnolls a turn to have the weapon facing the party, then a turn to load.  Use the following modifiers to hit:



There are four more beds and another table with chairs on this floor.  In addition there is a chest with 146gp.  The chest is unlocked.

Roof Level

The roof has four hobgoblin and a catapult.  Range is 15” to 30”, damage 2d10 to small or medium, fired at 2HD, same modifiers as ballista.  Rate of fire is 1 per four rounds.


AC: 5 , Move: 9”, HD: 1+1, hp: 6, 8, 2, 8, No. Attacks: 2 (shortbow) or 1 (short sword), Damage/attack: 1d6, AL: CE, THAC0: 19, XP: 10+1/hp


Fortress

There is light in the fortress, but it is so poor that all humans will fire missiles at -1 to hit.  The fortress is full of derro (Monster Manual 2).  All derro have 30% magic resistance against 11th level magic users.  This increases by 5% for each magic user below that level:

10th level: 35%

9th level: 40%

8th level: 45%

7th level: 50%

6th level: 55%

5th level: 60%

4th level: 65%

3rd level: 70%

2nd level: 75%

Random Derro Lair Encounters

There is a 10% chance of a random encounter in the derro lair each turn.  If there is an encounter roll a d20 to determine the nature of the encounter.



D20 Roll

Encounter

1-10

4hd Derro with 4 Derro patrol

11-15

5hd Derro with 4 Derro patrol

16-18

3 Derro guards with 5-9 slaves

19-20

1-2 student savants


4hd Derro with 4 derro patrol:

The 4hd derro has a dexterity of 16, the others 15.  The 4hd derro has studded leather +1, the others wear studded leather armor.  The 4hd has a spear +1 and a shortsword +1.  The rest of the patrol is equipped with repeating crossbows.  In an encounter, the patrol leader will charge while two derro fire.  On the third turn, the other two will begin to fire.  When empty the first two derro will retreat to reload while the other two fire.  This will be repeated.


4hd derro:

AC: 4, hd: 4, Movement: 9”,  hp: 11, No. Attacks; 1, damage: 1-6+1 (spear or shortsword), XP: 169, THAC0: 15


Patrol (4):

AC: 6, HD: 3, Movement: 9”, hp: 5, 23, 3, 11, No. Attacks: 2, damage: 1-3 (2-12 poison), +1 missile hit, XP: 90+3/hp, THAC0: 16


Each patrol member has 9gp, in addition the leader has 5pp.


5hd Derro with 4 derro patrol:

The 5hd derro has a dexterity of 17, the patrol 15.  The 5hd derro wears scale mail, the others wear studded leather.  The 5hd derro is armed with a spear +2 and a scimitar +1.  The others are armed with repeating crossbows.


5hd derro

AC: 2, HD: 5, Movement: 9”, hp: 24, No. Attacks: 1, Damage/Attack: 1d6+2, 1d8+1, XP: 261, THAC0: 15


Patrol (4):

AC: 6, HD: 3, Movement: 9”, hp: 22, 18, 9, 21, No. Attacks: 2, damage: 1-3 (2-12 poison), +1 missile hit, XP: 90+3/hp, THAC0: 16


In an encounter, the patrol leader will charge while two derro fire.  On the third turn, the other two will begin to fire.  When empty the first two derro will retreat to reload while the other two fire.  This will be repeated.


Each patrol member has 9gp, in addition the leader has 9pp.


3 derro guards with slaves:

The three guards are escorting 1d4+1 dwarven slaves.  The derro have a dexterity of 16.  One is armed with a repeating crossbow.  The other two are armed with an aklys (think a pole arm).  All wear studded leather.


Derro guards (3):

AC: 5, HD: 3, Movement: 9”, hp: 7, 17, 19; No. Attacks: 1 (aklys) or 2 (crossbow), Damage/Attack: 1-3(2-12 poison) or 1d6 (aklys), +2 missile hit, XP: 90+3/hp, THAC0: 16


The dwarves are normal dwarves.  They are chained together by the neck and ankles, their hands are also chained together.  They are unarmed but will fight as 1hd monsters if freed and given weapons.


Student Savants (50% chance of 1 or 2):

These student savants will be 7HD monsters.  The only know three spells each, but these will be cast as if a 12th level spellcaster.  They are not wearing armor, but have bracers of defense (AC 7), cloaks of protection +1, and dexterities of 18.  They know the following spells: anti-magic shell (6th lvl magic user), wall of force (5th lvl magic user), and cloudkill (5th lvl magic user).


AC: 2, HD: 7, Movement: 9”, hp: 49, 45, No. Attacks: 1, Damage/Attack: Spell, XP: 425+8/hp


If there are two, one will cast a wall of force while the other casts the anti-magic shell.  The next turn one will cast a cloudkill while the other runs for help.  If only one, then the wall of force will be cast first, followed by cloudkill.  After casting this he will flee to find help.


In any encounter (including rooms), there is a chance of drawing derro from other areas due to the noise.  If the encounter lasts longer than three rounds there is a chance of drawing derro, this chance increases after each round.  If there is an encounter, the derro encountered should be removed from the areas they are still in.  



Round

Chance of Encounter

Encounter

4

10%

4hd Derro with 4 Derro Patrol

5

20%

4hd Derro with 4 Derro Patrol

6

30%

5hd Derro with 4 Derro Patrol

7

40%

5hd Derro with 4 Derro Patrol

8+

50%+

5hd and 4hd Derro with 8 Derro patrol


Any encounter after the 7th round of combat will be with the 5hd and 4hd derro with the 8 derro patrol


4hd Derro with 4 derro patrol:

The 4hd derro has a dexterity of 16, the others 15.  The 4hd derro has studded leather +1, the others wear studded leather armor.  The 4hd has a spear +1 and a shortsword +1.  The rest of the patrol is equipped with repeating crossbows.  In an encounter, the patrol leader will charge while two derro fire.  On the third turn, the other two will begin to fire.  When empty the first two derro will retreat to reload while the other two fire.  This will be repeated.


4hd derro:

AC: 4, hd: 4, Movement: 9”,  hp: 11, No. Attacks; 1, damage: 1-6+1 (spear or shortsword), XP: 169, THAC0: 15


Patrol (4):

AC: 6, HD: 3, Movement: 9”, hp: 5, 23, 3, 11, No. Attacks: 2, damage: 1-3 (2-12 poison), +1 to missile hit, 90+3/hp, THAC0: 16


Each patrol member has 9gp, in addition the leader has 5pp.


5hd Derro with 4 derro patrol:

The 5hd derro has a dexterity of 17, the patrol 15.  The 5hd derro wears scale mail, the others wear studded leather.  The 5hd derro is armed with a spear +2 and a scimitar +1.  The others are armed with repeating crossbows.


5hd derro

AC: 2, HD: 5, Movement: 9”, hp: 24, No. Attacks: 1, Damage/Attack: 1d6+2, 1d8+1, XP: 261, THAC0: 15


Patrol (4):

AC: 6, HD: 3, Movement: 9”, hp: 22, 18, 9, 21, No. Attacks: 2, damage: 1-3 (2-12 poison), +1 to missile hit, XP: 90+3/hp, THAC0: 16


In an encounter, the patrol leader will charge while two derro fire.  On the third turn, the other two will begin to fire.  When empty the first two derro will retreat to reload while the other two fire.  This will be repeated.


Each patrol member has 9gp, in addition the leader has 9pp.


For the large patrol, just combine the two.



Second Floor

  1. The Second Hall/Temple

The party has entered a huge rectangular room with an incredibly high ceiling.  Several columns run from the floor to the ceiling on each side of the room.  In the middle of the room is an altar.  Signs of the Betrayer cover the altar, walls, columns, and floor.  Three unarmed and unarmored beings with blue skin, blond hair, and impossibly big eyes are in the middle of the room.  They notice the party.


These three are some of the senior-most savants.  


The first is a senior savant.  He is a 8HD monster.  He is wearing bracers of defense (AC 6), a cloak of protection +1, and has a dexterity of 18.  He knows the following spells, all cast as if a 12th level magic user: anti-magic shell (6th lvl magic user), wall of ice (4th lvl magic user), ice storm (4th lvl magic user), lightning bolt (3rd lvl magic user), wall of force (5th lvl magic user), cloudkill (5th lvl magic user), and blink (3rd level magic user).


AC: 1, HD: 8, Movement: 9”, hp: 44, No Attacks: 1, Damage/Attack: Spell, XP: 1065


Two are student savants.  These student savants will be 7HD monsters.  They only know three spells each, but these will be cast as if they were a 12th level spellcaster.  They are not wearing armor, but have bracers of defense (AC 7), cloaks of protection +1, and dexterities of 18.  They know the following spells: anti-magic shell (6th lvl magic user), wall of force (5th lvl magic user), and blink (3rd  lvl magic user).


AC: 2, HD: 7, Movement: 9”, hp: 27, 47, No. Attacks: 1, Damage/Attack: Spell, XP: 475+8/hp


The senior savant will attack with an ice storm while the other savants cast an anti-magic shell around them and a wall of force between them and the party.  The senior savant will then pick off any magic users with a lightning bolt.  After this the three will cast cloudkill.  If the senior savant is taken to ten hit points or less he will cast a blink spell to escape.


The temple is home to a lot of magic items that they are attempting to learn and figure out how to best use.  Besides what the savants are wearing, the room has:

A ring of warmth (1,000 xp)

A ring of feather falling (1,000 xp)

A robe of eyes (4,500 xp) (MU only)

A long sword +2 (800 xp)

  1. Guard Room (where they stopped 1/6/24 on turn 5)

This room is rectangular.  There is a table in the middle with two chairs.  There is a bunk in the back.  On the left wall is a rack with weapons.  Facing you is another short, stocky, blue-skinned individual.  Two more are sitting at the table and are getting up in response to your presence.


These are also derro.  One of them has leather armor +1, a buckler (spiked shield, damage like a dagger), and a spear.  The other two are wearing leather and have repeating crossbows.  This group has a dexterity of 16.


AC: 5, HD 3, Movement: 9”,  hp 20, 23, 5, No. Attacks (1 or 2 if crossbow), damage/attack: 1d6 (spear), 1-3 (buckler), 1-3 (2-12 form poison) for crossbow, +2 missile to hit due to dexterity, THAC0: 16, XP: 90+3/hp


This guard room has an armory in it.  In it are six repeating crossbows, 6 quivers with 12 bolts each, six spears, two bucklers, and two sets of leather armor.


3. Prison

This is a dark twenty foot by twenty foot room.  Once it was a storeroom.  Now it is a prison.  The smell hits the party as they enter it, the smell of fear and excrement.  Chains rustle as the party opens the door and there is a slithering sound.


There are two regular dwarves inside who are prisoners.  Both will gladly fight if equipped.


Dwarves (2)

AC: 10, HD: 1, Movement: 6”, hp: 2 each (normally 6, 8), No. Attacks: 1, Damage/Attack: 1d4 or by weapon type.

4. Prison

This is a dark twenty foot by twenty foot room.  Once it was a storeroom.  Now it is a prison.  The smell hits the party as they enter it, the smell of fear and excrement.  Chains rustle as the party opens the door and there is a slithering sound.


There is a regular dwarf in the room, also a prisoner.  This one will also fight if equipped.


Dwarves (1)

AC: 10, HD: 1, Movement: 6”, hp: 2 each (normally 4), No. Attacks: 1, Damage/Attack: 1d4


5. Torture Chamber

“Moaning comes from this room.  This room is completely dark.  In the middle of the room is a large table and something has been chained to it, limbs splayed out in an x.  The figure on the table is a naked dwarf and he has been tortured terribly.  He sees the party and…”


Gunther is a dwarf from the Vastus Mons city of Zwergenstadt, he will know Gustav.  As the party progresses he will explain that he is from there and that gray dwarves took over and conquered his people, evil gray dwarves who are in league with these blue monsters.  The gray dwarves sold them all into slavery.  But Gunther knows how to get back and how to get into the dwarven city without being seen…


Gunther

5th level fighter, 5th level assassin

AC; 7, hp: 4 (normally 22), S: 16, I: 12, W: 13, D: 17, C: 18, Ch: 10, AL: LN, Movement: 6”, THAC0: 16

Prefers to use a short sword, dagger, light crossbow (can use the ones the derro use).  

6. Second Floor Barracks

This is a large room, approximately eighty by forty feet, with a ten foot high ceiling.  There are approximately twenty beds in the room along with a few tables and chairs.  Each bed has a small chest located under it.  There are nine of these stocky, blue-skinned creatures in the room in various states of sleeping and lounging around.  They are grasping for weapons and reacting to the party’s presence…


These nine derro are not wearing armor, but they have a dexterity of 15.  They will grab axlys and engage the party.  If derro responded to earlier encounters, have them come from this room and adjust the number accordingly.  Three will attack while the rest get armored (it will take 1d6 rounds for this to happen).


Derro (6)

AC: 9, HD: 3, Movement: 9”, hp: 12, 10, 24, 7, 21, 11, 21, 12, 24, No. Attacks: 1, Damage/attack: 1d6, THAC0: 16, XP: 90+3/hp

This room has a lot of treasure in the chests. Each chest has a suit of leather armor+1 and a repeating crossbow along with 20 poisoned bolts.  Against the left hand wall is a large rack with ten spears and ten aklys.  There is also a total of 400gp in the room.


7. Second Floor Latrines

“After rounding the corner, the smell hits the party.  This is the latrine for this level.  This includes a large open trench, which drains into the wall and disappears as well as areas for the occupants to sit.  Chained to the wall is one dwarf whose job is to clean the area.”


Normal dwarf (AC10, HD1,Movement: 6”,  hp: 7, AL: LG)



8. Second Floor Mess

“This is a forty foot by forty foot room with an entrance at both ends.  It is full of tables and benches.  The two tables furthest from this entrance (closest to the back entrance) have plates, food, and utensils.  The room has some type of dumb waiter just to the left.  On one wall is a fountain with running water.  There are also six of the short, blue-skinned beings.  As the party walks in one shouts and points, then they all begin getting up and reaching for things.”


These derro have 15 dexterities.  Three have repeating crossbows, three have aklys.  All are wearing studded leather armor.  The three with the crossbows will push the table over and use it as cover from which to fire their crossbows, while this happens the other three will charge.  The noise from this encounter may bring derros from the barracks.


Derro (6):

AC: 6 (-1 behind table), HD: 3, Movement: 9”, hp: 5, 8, 19, 18, 10, 8, No. Attacks: 1 (aklys), 2 (crossbow), Damage/attack: 1d6 (aklys), 1-3 (2-12 poison from crossbow), THAC0: 16, XP: 90+3/hp


9. The Kitchen

The party walks into a room that is clearly a kitchen.  It is twenty feet wide and sixty feet long.  Besides this entrance there is an exit on the opposite wall.  In between are counters, an island with carving knives on it, fires, cook stoves, and pots all bubbling with something.  All this sits in a large stove that seems to channel the smoke up.  There is a fountain with running water.  The carving station on the island has a decapitated body that was once human.  In the middle of the kitchen, looking angry, is a big and muscular blue-skinned being with huge eyes and blond hair.  He has a large, sharp-looking ax in one hand and a huge, curved, serrated knife in the other.


The cook is a 6hd derro.  Treat his ax and blade as +2 weapons to hit and inflict damage (though they are not magical, they are just extremely sharp and well made).  He will get two attacks a turn and will use each weapon.  He also has a dexterity of 17, though he is not wearing armor.


AC: 7, HD: 6, Movement: 9”, hp: 42, No. Attacks: 2, Damage/attack: 1d8+2 (ax), 1d8+2 (blade), THAC0: 13, XP: 512


The cook does not have any treasure.  Ironically the meal on the carving table still has a ring on one hand which is a ring of protection +2 (3,000XP).  This has made the cook’s job extremely difficult and he’s already angry.  If he is not attacked there’s a great chance he will leave the party alone…


10. Secret entrance, leads to the Pantry

“This is a large, rectangular room and it is very cold, the party can see their breath as they walk in the room.  The room is approximately forty feet wide and thirty feet long, with ten foot high ceilings.  Floor to ceiling the room is filled with barrels and sacks.  Walking into the room there is a pedestal about five feet high with a large gem on it. Running along all the right hand wall, floor to ceiling, is a wall of ice.  The party can see shapes behind the wall but nothing is moving.  To the wall opposite the secret entrance is a door.”


The barrels and sacks are filled with grains, legumes, fruits, and vegetables.


The crystal is holding a very powerful wall of ice spell.  Behind the ice is the derro’s food.  A detect magic spell will detect that the wall is magic.  It was cast by the equivalent of a 12th level magic user so it will be difficult for the party to dispel.  Removing the crystal from the pedestal will cancel the spell.  If this is done read this to the party:


“The large wall across the entrance has many large hooks hanging from the ceiling with humanoid figures (they lack heads so it is difficult to determine exactly what they are).  Obviously this is the food storage area for the complex.”


If the party searches the bodies they will find some rings that the derro have missed:

Ring of protection +2 (2,000 xp)

Ring of fire resistance (1,000 xp)


11-16: Savants

Each of these rooms has desks, beds, and a chest in front of each bed.  Rooms 12 and 15 have one of the blue skinned creatures with big eyes.  Combat in one room will bring the other one running in 2 rounds.


These two are the last student savants.  These student savants will be 7HD monsters.  They only know three spells each, but these will be cast as if they were a 12th level spellcaster.  They are not wearing armor, but have bracers of defense (AC 7), cloaks of protection +1, and dexterities of 18.  They know the following spells: anti-magic shell (6th lvl magic user), wall of force (5th lvl magic user), and cloudkill (5th lvl magic user).


AC: 2, HD: 7, Movement: 9”, hp: 49, 45, No. Attacks: 1, Damage/Attack: Spell, XP: 475+8/hp


One will cast a wall of force while the other casts the anti-magic shell.  The next turn one will cast a cloudkill while the other runs for help if it is possible to get past the party.  


The rooms have 70 gp each as well as 1d6 large blue gems worth 500gp in each room.

17: Lab/Library

This is a large, rectangular room.  It is at least fifty feet long and thirty feet wide.  At the far end a doorway can be made out.  In between is a horrific room.  Just inside the entrance are bookshelves filled with books and scrolls.  There is a desk with scrolls, a quill, and a bottle of ink.  Just beyond is some kind of mixing station with beakers and vials, a flame sits under one.  On the right hand wall a naked dwarf is chained to the wall, his limbs making an “x” shape.  His head is down and he is not breathing.  Various empty beakers lie on the floor beneath him.


This is the room that the savants use for research and experiments.  Gunther will identify this person as his friend (now dead) and talk about how those foul devils tortured him to death.  A search of the room will reveal several magic items:

  • A scroll with six spells: Gust of Wind, Haste, Tongues, Clairaudience, Clairvoyance, Protection from Normal Missiles (all third level)

  • A scroll with two spells: Cloudkill, Magic Jar (both 5th level)

  • Potion of dragon control (blue dragon for 12 turn) (750 xp)

  • Oil of slipperiness (400 xp)


18: Armory

This door is locked.  This is a long, rectangular room.  Weapons racks, racks of armor, and bucklers line the wall.  This room contains:

20 bucklers

20 suits of leather armor

10 suits of studded leather armor

20 repeating crossbows

20 aklys

20 short swords

20 quivers of 24 bolts for the crossbows


19-20: Lieutenants

If the lieutenants have not been met before, read (if one has then modify the encounter):

“Behind this closed door is a square room with a bed, a table, and a chest at the foot of each bed.  Inside this room is one heavily armed and armored short, stocky blue-skinned creature.  It is attacking…”

The other derro (in 20 and 21), if not encountered will hear and be in combat within 2 rounds.


The derro are a 4hd and a 5hd derro.  The 4hd derro has a dexterity of 16, studded leather +1 (400 xp), a spear +1 (500 xp) and a shortsword +1 (400 xp). The 5hd derro has a dexterity of 17.  The 5hd derro wears scale mail, he is armed with a spear +2 (1000 xp) and a scimitar +1 (500 xp).


4hd derro:

AC: 4, hd: 4, Movement: 9”,  hp: 11, No. Attacks; 1, damage: 1-6+1 (spear or shortsword), XP: 169, THAC0: 15


5hd derro

AC: 2, HD: 5, Movement: 9”, hp: 24, No. Attacks: 1, Damage/Attack: 1d6+2, 1d8+1, XP: 285, THAC0: 15


If the lieutenants have been encountered, read:

“Behind this closed door is a square room with two beds, a table, and two chests at the foot of each bed.”


These rooms have considerable treasure:

60cp

50sp

60gp

1 red gem worth 5300gp


21: Boss

“This is a large rectangular room.  In the corner is a bed, a table with a bench lines the wall.  The table is covered in papers and maps.  Standing in the middle of the room, facing the party, is a short, stocky, blue skinned individual. He’s armed with a glowing spear and a glowing short sword and is charging the party.”


This is the leader.  The leader is wearing studded leather +3 (1200 xp).  He has a dexterity of 18.  He will not attempt missile weapons, instead he will charge with his sword and his spear.  He carries a spear +2 (1000 xp) and a short sword +3 (1400 xp) that is intelligent.


Armor class: 0, movement: 9”, HD: 7, hit points 45, No. attacks: 2, Damage: Spear (1d8+2), short sword (1d6+3/paralysis against nonhumans), Magic resistance: 30%, Alignment: Chaotic evil, THAC0: 13, XP: 760


Short sword +3 (Gladius)

This is an intelligent sword.  It is chaotic neutral and has an intelligence of 14.  It speaks chaotic neutral and common.  Its primary powers are to detect evil and good in a 10’ radius.  It has a purpose, which is to kill nonhumans.  Any nonhuman that it hits will cause paralysis for 1d4 rounds if a saving throw against paralysis is failed.  The sword has an ego of 6.


There is treasure in this room in the form of some of the armor and weapons of the nonhumans that the party has rescued. 


Lady Phthonos’s (from the first floor) equipment is here:

Chainmail +2

Buckler +1

Black mace +3

Short sword +2

Short bow +1

24 arrows in a quiver

Ring of Spell Turning

Boots and cloak of Elvenkind


The papers are maps of the way between the derro lair and the duergar lair/dwarven city.  The maps show the path, water locations, and even caches of food and weapons on the way.  If Phthonos,Gustavl, or Gunther are with the party they know all this - but if they die then it would be good for the party to have this information.


22: Landing

This rectangular room has stairs that lead up (to the first floor) and down (to the third).


First Floor

1 & 2: Towers

The towers are twenty feet tall 40’ by 40’ squares.  The walls of the towers are 5 feet thick.  The towers have two floors with a central winding staircase.  


The first floor consists of three murder holes in the north, east, and western walls.  There is a doorway in the south wall.  There is a table, chairs, straw pallets, and a weapon rack on the first floor.  There are also 8 bugbears on this floor.  The bugbear are the daylight guardians of the derro.  The first floor also has a huge horn to alert the complex to intruders.  The bugbear are not permitted in the complex.


Bugbears (8):

AC: 5, Move: 9”, HD: 3+1, hp: 23, 6, 4, 14, 20, 15, 6, 23, No. Attacks: 1, Damage/attack: Short bow (1d6), footman’s mace (1d6+1), THAC0: 16, XP: 60+4/hp


Each bugbear has 9gp and 24 arrows.


The weapon’s rack has 10 spears, 10 glaive, and 10 short swords.


The second floor has rectangular openings cut into the north, east, and west walls.  A ballista sits on the second floor along with four more bugbear.  These are armed with footman’s maces only.  There are 20 bolts for the ballista.


Bugbears (4):

AC: 5, Move: 9”, HD: 3+1, hp: 23, 6, 4, 14, 20, 15, 6, 23, No. Attacks: 1, Damage/attack: footman’s mace (1d6+1), THAC0: 16, XP: 60+4/hp.


Each bugbear has 9gp.


3: Courtyard

This courtyard is a kill zone.  There is a portcullis at either end and it is surrounded by the walls of the towers.  Murder holes allow for archers with 90% cover (+10 to ac) to fire on anyone in there and the ballista can also be fired into the courtyard.  Portculli are 20’ wide and 10’ tall.

4: Reception

The courtyard opens into the Reception Hall.  This hall is twenty feet wide and forty feet long.  There is a high (20’) curved ceiling above.  It has openings to the right and left along with large, bronze double doors straight ahead.  The bronze double doors depict dwarves performing heroic deeds and have been defaced.  A few torches flicker to provide barely enough room to see.

5 and 6: Barracks

These are enormous “L” shaped rooms.  The rooms are 80 feet long and 40 feet wide.  Forty feet down, the rooms make their “L” and continue down another 40 feet.  The rooms have high ceilings (20’).  A few torches line the rooms, but the lighting is extremely poor.


The entrances to these rooms have several round tables with chairs.  The tables have dice and card games on them.  There are also weapon racks and armor racks lining the walls.  The party can glimpse many racks of beds in the long part of the “L.”  


Sitting at the tables are several short, stocky, blue skinned creatures with eyes that are huge for their heads.  They have blond hair.  They are all getting up and reaching for nearby weapons while they call out…


There are only ten derro in each room (once there would have been scores of dwarves).  Of the ten:

3 are awake, armed, and armored

3 are awake but need 1d4 rounds to get armed and armored

4 are asleep and need 2d4 rounds to wake up, get armed and armored.


Fully equipped they are wearing studded leather armor, have bucklers, 15 dexterities, repeating crossbows, and an aklys.


Derro:

AC: 5 (-2 behind tables), HD: 3, Movement: 9”, hp: 4, 24, 17, 20, 5, 13, 3, 17, 23, No. Attacks: 1 (aklys), 2 (crossbow), Damage/attack: 1d6 (aklys), 1-3 (2-12 poison from crossbow), THAC0: 16, XP: 90+3/hp


Each derro has 10gp.


The room, in addition, has 20 more crossbows, 240 bolts, 20 akyls, 20 suits of studded leather armor, and 20 bucklers.


Combat in one room will draw derro from the other barracks in 2d4 rounds.


Combat in room 6 has a 10% chance of drawing help from the training yard starting the second round.

7: First Hall

This was once a great hallway to awe visitors about the greatness of the dwarves.  Now it has become a horrific temple.  There are six columns that run the length of the room.  The walls depict images of the Betrayer, demons, and the destruction of the world.  In the middle of the room an altar has been set up that is covered in blood and parts.  Two of the short, stocky blue skinned individuals stand in the room and are gesturing to the party.  Neither is armed or armored.


The first is a senior savant.  He is a 8HD monster.  He is wearing bracers of defense (AC 6), a cloak of protection +1, and has a dexterity of 18.  He knows the following spells, all cast as if a 12th level magic user: anti-magic shell (6th lvl magic user), wall of ice (4th lvl magic user), ice storm (4th lvl magic user), lightning bolt (3rd lvl magic user), wall of force (5th lvl magic user), cloudkill (5th lvl magic user), and blink (3rd level magic user).


AC: 1, HD: 8, Movement: 9”, hp: 44, No Attacks: 1, Damage/Attack: Spell, XP: 1065


The other is a student savant.  He is a 7HD monster.  He only knows three spells, but these will be cast as if he was a 12th level spellcaster.  He is not wearing armor, but has bracers of defense (AC 7), cloaks of protection +1, and dexterities of 18.  He knows the following spells: anti-magic shell (6th lvl magic user), wall of force (5th lvl magic user), and cloudkill (5th lvl magic user).


AC: 2, HD: 7, Movement: 9”, hp: 27, 47, No. Attacks: 1, Damage/Attack: Spell, XP: 475+8/hp


The senior savant will attack with an ice storm while the other savant casts an anti-magic shell around them and a wall of force between them and the party.  The senior savant will then pick off any magic users with a lightning bolt.  After this they will cast cloudkill.  If the senior savant is taken to ten hit points or less he will cast a blink spell to escape.


The temple is home to a lot of magic items that they are attempting to learn and figure out how to best use.  Besides what the savants are wearing, the room has:


8: First Mess

This room is forty feet by forty feet.  There is another door on the wall opposite the entrance.  In one corner you see a dumb waiter.  Several rectangular tables fill the room along with chairs.  On one wall is a fountain with running water.  One of the tables has plates, bowls, utensils, and several of those short, blue skinned, stocky beings.  As the party enters they yell and push the table over, reaching for their crossbows…


There are four derro eating here.  They understand that there is no way of escape behind them.  If the encounter deteriorates to mele, one will try to get around the party and escape to warn the rest of the complex.  Treat all as 15 dexterity.  They are wearing studded leather and have their crossbows and aklys.


Derro (4)

AC: 6 (4 behind tables), HD: 3, Movement: 9”, hp:19, 21, 22, 5, No. Attacks: 1 (aklys), 2 (crossbow), Damage/attack: 1d6 (aklys), 1-3 (2-12 poison from crossbow), THAC0: 16, XP: 90+3/hp

9: First Kitchen

The party walks into a room that is a kitchen.  It is twenty feet wide and sixty feet long.  Besides this entrance there is an exit on the opposite wall.  In between are counters, an island with carving knives on it, fires, cook stoves, and pots all bubbling with something.  All this sits in a large stove that seems to channel the smoke up.  There is a fountain with running water.  The carving station on the island has a decapitated body that was once humanoid (any dwarves in the party will remark “That looks like Rudolf’s birthmark…”.  In the middle of the kitchen are four tall, brownish colored creatures with green eyes and lots of brown hair.  They walk with a surprisingly fast shamble and all four have very long and sharp kitchen knives in their hands.


These are four bugbear.  They may surrender to the party or try to talk their way out (we’re prisoners of the evil monsters here)...


Bugbear (4)

AC: 5, Move: 9”, HD: 3+1, hp: 14, 17, 10, 6, No. Attacks: 1, Damage/attack: 1d6 (knife), AL: CE, THAC0: 16, XP: 60+4/hp

10: Latrines

‘There is a long, narrow, winding corridor.  The smell hits the party as they step into the corridor, another latrine.  This looks like the other latrine encountered, a large trench running into the wall and disappearing as well as several benches with holes for sitting.  Chained to the wall is a female elf with black skin and silver hair, wearing rags.  She has been beaten repeatedly and stares at you with hatred in her eyes.  It’s not clear if she’s still sane.’


This is a drow.  Remember in AD&D these are not nice characters.  She has been a prisoner of the derro for months and in mockery of her they have had her cleaning the latrines.  The duergar captured her and sold her to the derro, so if it is explained to her she will accompany the party to wreck her vengeance.  She may be a wild card in encounters and may leave if others of her kind are encountered.  She and the dwarves will argue back and forth, but everyone is focused on the duergar.


She is a 6th level cleric and 5th level fighter named Lady Phthonos.  She is wearing a collar that keeps her from using her magic, if it is taken off by a thief or assassin of enough skill then she will regain her spells after resting.  Her gear is in the leader’s room.  She is proficient with her mace, flail, and hammer.


S: 14, I: 16, W: 17, D: 18, C: 12, Ch: 18, AL: CE, Movement: 15, hp: 4 (normally 41), AC: 1, THAC0: 16


Spells Preferred:

1st level: Cure light wounds, cause light wounds, cause fear

2nd level: Hold person, slow poison, spiritual hammer

3rd level: Animate dead, cause disease


11: Training Yard

This room is large, sixty feet wide, forty feet long, and ceilings that are twenty feet high.  The floor is covered with sand.  Wooden posts with wooden projections line the are in each corner of the room.  On the right wall are three dimensional human models that are filled with crossbow bolts.  There are seven heavily armed, stocky, blue skinned creatures with huge eyes.  There is also an eighth, more muscular and heavily scarred.


Now, these creatures would have gone to the barracks (6) in the event of a melee that lasted longer than two rounds.  All are wearing studded leather, have an aklys, and have short swords.  Treat as 15 dexterities.

Derro (7)

AC: 6, HD: 3, Movement: 9”, hp: 7, 11, 6, 15, 9, 12, 10, No. Attacks: 1 (aklys), 1 (shortsword), Damage/attack: 1d6 (aklys), 1d6 (short sword), THAC0: 16, XP: 90+3/hp


Master at Arms (1)

This individual has a 17 dexterity and a 17 strength (+1 to hit and +1 damage).  He is using a footman’s flail and gets two attacks per round.  He is also wearing studded leather.


AC: 4, HD: 5, Movement: 9”, hp: 31, No. Attacks: 2 , Damage/attack: 1d6+1 (flail), THAC0: 15, XP: 130+5/hp


12: Armory

This door is locked.  This is a 30 foot long and 40 foot wide room. Weapons racks, racks of armor, and bucklers line the wall.  This room contains:

20 bucklers

20 suits of leather armor

10 suits of studded leather armor

20 repeating crossbows

20 aklys

20 short swords

20 quivers of 24 bolts for the crossbows 

13: Smithy

“This is a very hot room.  There is a forge with a huge fire along the right hand wall.  The forge is channeling smoke up.  There are two anvils in the room.  Assorted weapons and pieces of armor line the walls.  There is a fountain with running water on the left wall.  There are also six emaciated looking gray skinned dwarves in the room.”


If the party does not have the drow or dwarves these six will try to pretend to be slaves to get away.  The drow or dwarves will identify them as dark dwarves and that will be it.  Five of them are 2HD duergar, one is a 4HD duergar.  They are not armored, but their hammers act as 2d4 weapons.


The duergar are building weapons and armor for the derro.  There are 1d10 aklys, 1d10 repeating crossbows, 1d10x4 bolts, 1d10 short swords, 1x8 bucklers, 1d4 each suits of leather armor and studded leather armor.


Duergar (5)

AC: 7, Move: 6”, HD: 2, hp: 8, 11, 4, 7, 14, No. Attacks: 1, Damage/attack: 2d4, AL: LE, Special defense: dwarves, save against magic at +4, THAC0: 16, XP: 20+2/hp


Senior Duergar (1)

AC: 7, Move: 6”, HD: 4, hp: 29, No. Attacks: 1, Damage/attack: 2d4, AL: LE, Special defense: dwarves, save against magic at +4, THAC0: 15, XP: 90+4/hp


Third Floor

East Cavern

“This is a large cavern.  Moss and lichen emit a faint glow, providing some light.  There are a large number of armed, two-legged reptilian creatures moving around the cavern.  One notices the party and starts shouting and pointing.”


There are 10 troglodytes and one leader in this group.  They are the advance unit of a future troglodyte settlement.


Troglodytes (10):

AC: 5, Move: 12”, HD: 2, hp: 13, 12, 9, 10, 6, 12, 8, 14, 15, 10, No. Attacks: 1, Damage/attack: 2d8 (javelin), Special Attacks: +3 to hit with javelin, Special Defense: Smelly secretion, save versus poison or lose 1 strength per melee round each round for 1d6 rounds, lasts 10 rounds, AL: CE, THAC0: 16, XP: 20_2/hp


Treasure: 1,000sp, 300gp, 40pp, 14 very small gems, gray black in color worth 10gp each, silver necklace with gems worth 1000gp, potion of climbing (500gp), ring mail +1 (2500 gp), censer of summoning hostile air elementals (cursed: magic vessel for burning incense, summons 1d4 hostile air elementals who will attack immediately). 

West Cavern

9 duergar (chain, shield)

AC: 4, Move: 6”, HD: 1+2, hp: 3, 5, 8, 10, 7, 5, 8, 6, 8, No. Attacks: 1, Damage/attack: pick (1d6+1), hammer (1d4+1), spear (1d6), Special: Save versus magic +4, THAC0: 19, XP: 10+1/hp, AL: LE                             


2 2HD duergar

AC: 4, Move: 6”, HD: 2, hp: 12, 12, No. Attacks: 1, Damage/Attack: pick (1d6+1), light crossbow (1d4), AL: LE, Save versus magic +4, THAC0: 16, XP: 20+2/hp, AL: LE                             


1 4HD duergar (plate and shield, hammer, short sword)

AC: 2, Move: 6”, HD: 4, hp: 29, No. Attacks: 1, Damage/Attack: sword (1d6+1), hammer (1d4+1), AL: LE, Save versus magic +4, THAC0: 14, XP: 60+4/hp, AL: LE                             


1 derro (ambassador to duergar), studded leather +1, dex: 17, aklys +2, short sword

AC: 2, Move: 9”, HD: 5, hp: 33, No. Attacks: 1, Damage/attack: 1d4+2 (aklys), 1d6 (sword), Special Defense: 30% magic resistance, THAC0: 15, XP: 130+5/hp


Treasure: 2gp each

Under the Vatus Montes


It is a 40 mile trip to the dwarven city of Zwergenstadt.  The party will travel an underground road that runs parallel to the Unterfluss (an underground river).  The road takes advantage of the geography under the hills and Vastus Montes, but it is also clear that it was constructed.  It is smooth, consistently forty feet wide, and gives ten feet of height throughout.  It will take the party four days to reach Zwergenstadt.  There are glowing lichen throughout the road that will consistently give off enough light so that individuals that cannot see in the dark will be able to see as if it is twilight.  Note that there is no food on this trip, which any dwarven or drow guides will point out before starting on the trip.



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