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KEY TO THE LOWER LEVEL night sky, a young man diligently studying a great tome,
an earnest magician changing water to wine before a de-
The lower level of the complex is rough and unfinished. The lighted audience, and a powerful wizard casting a type of
walls are irregular and coarse, not at all like the more fin- death fog over an enemy army from a hilltop.
ished walls of the level above (except for the two rooms on
this level which are more like those in the upper portion and The north wall section is unfinished, but several sections of
in a state of relative completion). The corridors are roughly frescoes show the two great men together: shaking hands
10 wide, and they are irregular and rough, making map- for the first time in younger days, winning a great battle
ping difficult. The floors are uneven, and in some cases rock against barbarians in a hill pass, gazing upward together
chips and debris cover the pathways between rooms and from the wilderness to a craggy rock outcropping (recogniz-
chambers. The doors are as in the upper level, but the se- able to the adventurers as the place where the stronghold
cret doors are either rock or disguised by rock so as to ap- was built), with a fourth space blank. Next to the frescoes
pear unnoticeable. are other mementoes from the past: a parchment letter
of thanks for help in the war against the barbarians from
WANDERING MONSTERS a prominent landowner, a barbarian curved sword, and
a skeleton of the barbarian chief (so identified by a wall
Check every second turn; 1 in 6 (roll a 6-sided die). If a plaque in the common language). There is more blank
monster is indicated, roll a six-sided die again and com- space on the wall, apparently for further additions to the
pare to the list below to determine what type of monster rooms collection of items.
appears. Then check for surprise. The abbreviations which
follow are the same as used and explained in the section The frescoes are painted and they cannot be removed.
entitled MONSTER LIST. None of the mementoes is of any particular worth or value.
1. Troglodytes (14): AC 5, HD 2*, hp 9,8,5,4, MV 120 (40), Monster:
Att 2 claws/1 bite, D 1d4/1d4/1d4, Save F2, ML 9, AL C,
XP 25 Treasure & Location:
2. Giant Crab Spider: AC 7, HD 2*, hp 12, MV 120 (40),
Att 1 bite, D 1d8 + poison, Save F1, ML 7, AL N, XP 25 4056. CAVERNS OF QUASQUETON
3. Kobolds (27): AC 7, HD 12, hp 4,4,3,3,2,2,1, MV 60 (20), The bulk of the lower level of the complex is a series of
Att 1 weapon, D 1d4 or by weapon1, Save NM, ML 6, unfinished caves and caverns, which are mostly devoid of
AL C, XP 5 Tall being characterized by irregular walls of
special detailA
4. Orcs (18): AC 6, HD 1, hp 6,5,5,4,4,3,3,2, MV 120 (40), rough rock. Uneven floors strewn with bits of rock and rubble,
Att 1 weapon, D 1d6 or by weapon, Save F1, ML 8, AL C, and joined by winding corridors. The majority of the rooms
XP 10 are empty of furnishings.
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45. CAVERN OF THE MYSTICAL STONE Monster:
This ante-chamber is the resting place for a large, glowing Treasure & Location:
chunk of rock which appears to be mica. The stone radiates 46. SUNKEN CAVERN
magic strongly.
This small cavern lies at the bottom of a short, sloping corri-
The stone rests permanently in its place and is not remov-
dor. The walls are wet with moisture, and glisten in any re-
able. Although chips can easily be broken off the rock by
flected light.
hand, only one chip at a time may be broken away; until
anything is done with it, the rest of the rock will remain im- Monster:
pervious to breaking.
Treasure & Location:
Once a chip is removed, its glow will begin to fade, and
after three rounds (thirty seconds) it will be a normal piece 47. CAVERN
of mica with no magical properties (as will be the case if
Monster:
it is removed from this room). The chips magical proper-
ties are manifested only if it is consumed (or placed in the Treasure & Location:
mouth) by any character before three rounds have passed
after breaking off from the chunk. The magical effects are 48. ARENA CAVERN
highly variable and each individual can only be once af-
fectedA Teven if a future return to the rock is made at a This cavern, designed as a small theatre or arena, is unfin-
later time. If any character places a chip within his or her ished. The center portion of the room is sunken about 15
mouth, a 20-sided die is rolled to determine the effect ac- below the floor level, and the sides slope downward from
cording to the following table: the surrounding walls to form a small amphitheatre.
Monster:
1. Immediately teleports the character and his gear to the
webbed cave (room 42) Treasure & Location:
2. Immediately blinds the character for 16 hours of game 49. PHOSPHORESCENT CAVE
time (no combat, must be led by other adventurers)
This medium-sized cavern and its irregularly-shaped eastern
3. Raises strength rating permanently by 1 point arm present an eerie sight to explorers. A soft phospho-
rescent glow bathes the entire area independent of any
4. Raises charisma rating permanently by 1 point
other illumination, and the strange light is caused by the
5. Raises wisdom rating permanently by 1 point widespread growth (on walls, ceiling, and even parts of the
floor) of a light purplish mold. The mold itself is harmless.
6. Raises intelligence rating permanently by 1 point
Monster:
7. Raises dexterity rating permanently by 1 point
Treasure & Location:
8. Lowers strength rating permanently by 1 point
50. WATER PIT
9. Lowers charisma rating permanently by point
This room contains the 8 deep pool of water into which any
10. Lowers intelligence rating permanently by 1 point unwary adventurers are precipitated from the trap on the
upper level (see the special description of the trap under
11. Cures all damage on one character
the description of room 36). As described there, the water is
12. Causes invisibility for 16 hours of game time (subject to extremely cold. Anyone entering the water (whether volun-
normal restrictions) tarily or not) must spend a full hour recovering from its chilly
effects. The pool is about 20 across and is filled by a cold
13. Poison (saving throw at +1) spring.
14. Makes a 500 g.p. gem (pearl) appear in characters Monster:
hand
Treasure & Location:
15. Gives a permanent +1 to any single weapon carried by
character (if more than one now carried, roll randomly 51. SIDE CAVERN
to determine which)
This cavern is unusual only in that its eastern rock wall is stri-
16. Heals all lost hit points of character (if any) ated with irregular diagonal streaks of a bluish ore (of no
unusual use or value to the adventurers).
17. Causes idiocy for 14 hours (unable to function intelli-
gently or fight, must be led by other adventurers) Monster:
18. Gives a special one-time bonus of 16 hit points to the Treasure & Location:
character (these are the first ones lost the next time 52. RAISED CAVERN
damage or injury is taken)
This room, off the southeast corner of the grand cavern, is
19. Gives a curse: the character will sleep for 72 hours
accessible by climbing four upward steps. Its eastern wall
straight each month, beginning one day before and
also shows diagonal streaks of the same bluish ore notice-
ending one day after each new moon (can only be
able in room 51. The room has a low ceiling (only 5), so
removed by a remove curse spell)
some humans may find it difficult to stand fully erect.
20. Has no effect
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