Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

The Black Monastery

Download as pdf or txt
Download as pdf or txt
You are on page 1of 83

By Mark R.

Shipley and Scott Stabbert


Frog God
Games
Credits
Author Layout and Graphic Design
Mark R. Shiply and Scott Stabbert Charles A. Wright

Developer Front Cover Art


Bill Webb Rowena Aitken

Producers Interior Art


Bill Webb & Charles A. Wright Rowena Aitken

Editor Cartography
Dawn Fischer Robert Altbauer

Swords & Wizardry Conversion


Matthew J. Finch

©2011 Bill Webb, Frog God Games and Mark R. Shipley. All rights reserved. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbidden.
Frog God Games, Frog God Games. and the Frog God Games logo, The Black Monastery is a
trademark of Frog God Games and Mark R. Shipley. All rights reserved. All characters, names, places,
items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned.

Frog
God
Games
tough
adventures
for tough
players

2
Table of Contents
Introduction......................................................................................... p. 4
The Black Monastery............................................................................. p. 12
The Tower of Kran The Dungeon Master...................................................p. 54
Tower of Sacavious............................................................................... p. 58
The Dungeon Levels
Dungeon One: Lower Level................................................................. p. 63
Dungeon One: Upper Level.................................................................p. 67
Dungeon Two.................................................................................. p. 71
Appendix A..........................................................................................p. 77
Legal Appendix.....................................................................................p. 82

3
a number of larger temples and abbeys around the kingdom. Wealthy

Introduction patrons endowed them with lands and buildings in order to buy favor
and further the work of the Brothers. The lands they gained were slowly
expanded as the order’s influence grew. Many merchants willed part of
The Black Monastery is a classic style adventure module for parties of their fortunes to the Black Brotherhood, allowing the order to expand their
five to seven characters of seventh to tenth level, with the average player work even further. The Brothers became bankers, loaning money and
character being ninth level. The adventure includes maps and descriptions becoming partners in trade throughout the kingdom. Within 200 years
for the monastery’s main level, two towers and three dungeon levels. of their founding, the order was wealthy and influential, with chapters
There are two separate dungeons, one of which has two levels. There are throughout the kingdom and spreading into nearby realms.
enough things to do, choices to make and monsters to fight to occupy a With their order well-established, the Black Brotherhood received
gaming group for a dozen gaming sessions or more. royal permission to build a grand monastery in the hill country north of
The module is written in the “sandbox” style that allows players to the kingdom’s center. Their abbot, a cousin of the king, asked for the
choose which way to go and which challenges to face. There are no royal grant of a specific hilltop called the Hill of Mornay. This hill was
railroad situations and it is better for the party if they avoid some of the already crowned by ancient ruins that the monks proposed to clear away.
things they find or creatures they meet. There is no climactic battle, but Because it was land not wanted for agriculture, the king was happy to
a party of very foolish adventurers might not survive long depending on grant the request. He even donated money to build the monastery and
their choices. They might not even survive the first encounter. encouraged others to contribute. With funds from around the realm, the
Brothers completed their new monastery within a decade. It was a grand,
sprawling edifice built of black stone and called the Black Monastery.
Character Level From the very beginning, there were some who said that the Black
Brotherhood was not what it seemed. There were always hints of
corruption and moral lapses among the Brothers, but no more than any
The skill level required to survive the Black Monastery will vary widely other religious order. There were some who told stories of greed, gluttony
with the experience of the players and the ability scores and hit points and depravity among the monks, but these tales did not weaken the
of the characters. Referees who run a low-power campaign, in which order’s reputation during their early years. All of that changed with the
characters tend to have lower ability scores and fewer magic items, will construction of the Black Monastery.
find some of the challenges in this module quite deadly for a party that Within two decades of the Black Monastery’s completion, locals began
averages about seventh level. Experienced players, or characters in to speak of troubling events there. Sometimes, Brothers made strange
campaigns with higher statistics and magic levels, will find the encounters demands. They began to cheat farmers of their crops. They loaned money
much easier to survive. at ruinous rates, taking the property of anyone who could not pay. They
pressured or even threatened wealthy patrons, extorting money in larger

The Legend of the Black and larger amounts. Everywhere, the Black Brotherhood grew stronger,
prouder and more aggressive. And there was more…

Monastery (For the Players)


People began to disappear. The farmers who worked the monastery
lands reported that some people who went out at night, or who went off
by themselves, did not return. It started with individuals…people without
Two centuries have passed since the terrible events associated with the influential families…but soon the terror and loss spread to even to noble
hideous cult known as the Black Brotherhood. Only scholars and story- households. Some said that the people who disappeared had been taken
tellers remember now how the kingdom was nearly laid to waste and the into the Black Monastery, and the place slowly gained an evil reputation.
Black Monastery rose to grandeur and fell into haunted ruins. Tenant farmers began moving away from the region, seeking safety at the
The Brothers first appeared as an order of benevolent priests and humble loss of their fields.
monks in black robes who followed a creed of kindness to the poor and Slowly, even the king began to sense that the night was full of new
service to the kingdom. Their rules called for humility and self denial. terrors. Across the kingdom, reports began to come in telling of hauntings
Other religious orders had no quarrel with their theology or their behavior. and the depredations of monsters. Flocks of dead birds fell from clear
Their ranks grew as many commoners and nobles were drawn to the order skies, onto villages and city streets. Fish died by thousands in their
by its good reputation. streams. Citizens reported stillborn babies and monstrous births. Crops
The first headquarters for the order was a campsite, located in a forest near failed. Fields were full of stunted plants. Crimes of all types grew
the edge of the realm. The Brothers said that their poverty and dedication common as incidents of madness spread everywhere. Word spread that
to service allowed them no resources for more grand accommodations. the center of these dark portents was the Black Monastery, where many
Members of the Black Brotherhood built chapels in caves or constructed said the brothers practiced necromancy and human sacrifice. It was feared
small temples on common land near villages. They said that these rustic that the Black Brotherhood no longer worshipped gods of light and had
shrines allowed them to be near the people they served. Services held by turned to the service of the Dark God.
the Brothers at these locations attracted large numbers of common people, These terrors came to a head when the Black Brotherhood dared
who supported the Black Brotherhood with alms. to threaten the king himself. Realizing his peril, the king moved to
Within 50 years of their first appearance, the Black Brotherhood had dispossess and disband the Black Brother hood. He ordered their shrines,

4
introduction
abbeys and lands seized. He had Brothers arrested for real and imagined actions included necromancy, pacts with evil outsiders and the human
crimes. He also ordered investigations into the Black Monastery and the sacrifices those evil outsiders demand. The Black Monastery was the
order’s highest ranking members. scene of dark sorcery and magical research that left behind many deadly
The Black Brotherhood did not go quietly. Conflict between the order and traces. What manifests atop the Hill of Mornay from decade to decade is
the crown broke into violence when the Brothers incited their followers to a lethal ghost of those repugnant deeds.
riot across the kingdom. There were disturbances everywhere, including The Hill of Mornay was not chosen at random. The evil priests of
several attempts to assassinate the king by blades and by dark sorcery. It the Black Brotherhood chose it because they knew the ancient history
became clear to everyone that the Black Brotherhood was far more than of the ruins atop the hill. The broken walls they cleared away revealed
just another religious order. Once knives were drawn, the conflict grew an artifact of ancient evil – the shimmering stone now found in room
into open war between the crown and the Brothers. M165. This stone connected the order’s leaders with other worlds and
The Black Brotherhood had exceeded their grasp. Their followers were times, giving them dangerous knowledge and power. When their plans
crushed in the streets by mounted knights. Brothers were rounded up and were thwarted at great cost and defeat was at hand the Black Brotherhood
arrested. Many of them were executed. Armed supporters of the Black used that dangerous power to destroy themselves – a final act of suicidal
Brotherhood, backed by arcane and divine magic, were defeated and madness.
slaughtered. The Brothers were driven back to their final hilltop fortress The Black Monastery reappears on the Hill of Mornay when the stars
– the Black Monastery. They were besieged by the king’s army, trapped overhead are in the correct position. When the planets and the celestial
and waiting for the king’s forces to break in and end the war. spheres align with those on other worlds, the building and its occupants
The final assault on the Black Monastery ended in victory and disaster. The return to this world for a time. The exact mechanics of this manifestation
king’s army took the hilltop, driving the last of the black-robed monks into the are not really relevant. What matters is that while the Black Monastery
monastery itself. The soldiers were met by more than just men. There were is present on this plane, its treasures are there for the taking. It is for the
monsters and fiends defending the monastery. There was a terrible slaughter Referee to decide how long the Black Monastery will remain open for
on both sides. In many places the dead rose up to fight again. The battle adventurers and what happens when it disappears again.
continued from afternoon into night, lit by flames and magical energy. It is likely that many of the monsters that guard the monastery halls
The Black Monastery was never actually taken. The king’s forces drove travel with the building when it shifts from world to world. A creature
the last of their foul enemies back inside the monastery gates. Battering that wanders into the monastery on this world might find itself transported
rams and war machines were hauled up the hill to crush their way inside. with the Black Monastery. This would explain the many creatures lurking
But before the king’s men could take the final stronghold, the Black in the monastery’s chambers.
Brotherhood immolated themselves in magical fire. Madness is another factor in the Black Monastery’s monstrous population.
Green flames roared up from the monastery, engulfing many of the An appearance of the monastery is always accompanied by an outbreak of
king’s men as well. As survivors watched, the Black Monastery burned cases of insanity for many miles around it. Those who teeter close to insanity
away, stones, gates, towers and all. There was a lurid green flare that lit are driven over the edge. Others act upon mad impulses that call them to
the countryside. There was a scream of torment from a thousand human venture inside the monastery in search of treasure. Pride, greed, obsession
voices. There was a roar of falling masonry and splitting wood. Smoke and fear – these lure adventurers and common folk alike to explore the
and dust obscured the hilltop. The Black Monastery collapsed in upon place. They also lure humanoids and other monsters to try their luck inside.
itself and disappeared. Only ashes drifted down where the great structure The player characters themselves are acting upon these impulses when they
had stood. All that was left of the Black Monastery was its foundations decide to mount their own expedition to the Black Monastery.
and debris-choked dungeons cut into the stones beneath. The war was An appearance of the Black Monastery also carries curses for the local
over. The Black Brotherhood was destroyed. countryside. In an area of 20 miles around the monastery there is usually
But the Black Monastery was not gone forever. Over nearly two centuries an outbreak of magical diseases announcing the return of the Black
since its destruction, the Black Monastery has returned from time to time Brotherhood. Cases of fevers that cause the dead to rise as undead occur
to haunt the Hill of Mornay. Impossible as it seems, there have been at among local people without any known source of infection. Unless they
least five incidents in which witnesses have reported finding the Hill of are restrained, the sufferers of this curse tend to find their way to the Black
Mornay once again crowned with black walls and slate-roofed towers. In Monastery in the final stages of their delirium.
every case, the manifestation of this revenant of the Black Monastery has Cases of lycanthropy also flare up when the Black Monastery appears.
been accompanied by widespread reports of madness, crime and social Sometimes, this means that people who were previously quite normal
unrest in the kingdom. Sometimes, the monastery has appeared only for begin manifesting the disease. It is possible that some families carry
a night. The last two times, the monastery reappeared atop the hill for as the disease through generations, suffering from its effects only when the
long as three months…each appearance longer than the first. Black Monastery appears and recovering when it is gone again. These
There are tales of adventurers daring to enter the Black Monastery. unfortunate victims are usually descendants of fighting men who were
Some went to look for treasure. Others went to battle whatever evil still part of the army that besieged the monastery. When they transform, they
lived inside. There are stories of lucky and brave explorers who have are drawn back to the monastery to roam its halls in the grip of animal
survived the horrors, returning with riches from the fabled hordes of the madness.
Black Brotherhood. It is enough to drive men mad with greed – enough to The Black Brotherhood is gone but the Black Monastery is still occupied.
lure more each time to dare to enter the Black Monastery. The cloaked apparitions known as the cimota still haunt the halls and
rooms of the Black Monastery. These undead creatures are the images of

The Legend of the Black


evil still imprinted on the place, acting out the roles and deeds of the long-
dead monks. The same stone that brings the monastery back to the Hill of
Mornay when the stars are right also gives the cimota their powers. No
Monastery (For the GM) matter how many times they are struck down the cimota always return so
long as their existence is tied to this stone and this cursed building.
The Black Brotherhood was an evil order from the very start, dedicated Other rooms and magical effects in the Black Monastery function in the
to Chaos and founded by men who wanted power and wealth. Worship same way. A haunted building carries the echoes of past events. Hauntings
of the Dark God offered an easy route to all of that. The order grew from repeat the past over and over. Who knows how many adventurers have
a beautiful child into a monstrous adult by the design of Chaos, patiently searched the kitchen and met the mad cook? Who knows how many
nurtured by dark and demonic minds from other planes of existence. times a magical statue has animated or the restless dead have risen from
While many lesser members of the order labored doing good deeds and the building’s shadows? It is likely that every appearance of the Black
admirable work, their leaders made pacts with powers that would melt the Monastery has featured a renewed series of threats and strange events…
minds of sane mortals. with victims from past adventuring groups adding to the cast. Each time it
The twisted thoughts and evil deeds of the Black Brotherhood are long re-appears, the madness in the building itself grows and changes, turning
ended. There is no need to fully recite them here. Suffice to say that their the monastery into a true house of horrors.

5
introduction

Placing the Scaling the Adventure


Black Monastery in
Not all the encounters in The Black Monastery are intended to seriously
challenge a group of adventurers. There are encounters with significant
enemies just down the hallway from encounters with kobolds. Some

Your Own Campaign


magical items or effects are quite deadly while others are meant to be
humorous or inconvenient for the party. It is up to the Referee to determine
which battles are supposed to be major story events and which ones are
The Black Monastery can be used as a stand-alone adventure or just incidents. Keeping in mind that adventures are supposed to be fun
integrated into an ongoing campaign. Most of the details, such as names as well as challenging, Referees might use some of these basic scaling
of gods, kings and the like, have been left vague in order to make the techniques:
adventure mesh easily with the pieces of any campaign. The Dark God of 1. Raise or lower the hit points of any group of monsters in order to
the Black Brotherhood can be any evil god. There are no railroad plots or adjust how challenging any encounter might prove to the party. There
major campaign details to explain. The Referee can decide where the Hill is no reason a couple of monsters in a group couldn’t have low hit points
of Mornay is located and exactly why the Black Monastery has appeared. that make them easy targets. In the same way, giving monsters maximum
The Referee completely controls how long the monastery will remain hit points increases their staying power and makes them more of a threat.
for adventurers to plunder, battle and die. The building might appear once 2. Raise or lower the number of monsters in an encounter. The numbers
in a campaign, or it might have multiple appearances, allowing the party given are just recommendations. There should be just as many monsters
to enter it at different character levels. Adventurers who enter the Black present in any given encounter to make it entertaining for the player
Monastery once might be surprised to find that the monsters inside have characters.
grown stronger, or that areas previously closed to them are now open. 3. The monsters might be prepared to jump the party or they might be
Players might be encouraged to have their characters hurry through the scattered and unprepared for a fight. A group of dangerous opponents
monastery, fearful that the building will disappear and possibly take them might engage the party piecemeal. A few more appearing each round
with it. As soon as the adventure stops being fun and becomes drudgery might enhance the tactical situation without making an encounter too
for the players, the Referee should have the monastery disappear. lethal. A group of minor opponents might have the door blocked, missile
One detail to consider is the dungeons beneath the monastery. Are they weapons and spells ready and some of their number waiting in ambush.
occupied when the building above is gone? Are the corridors choked with 4. Monsters might run away, or more monsters might come to join the
debris, or is the dungeon a lair for local monsters? A good detail to add fight. Even powerful monsters might run or bargain if they think a fight
to the monastery might be the theme of monsters from different worlds, might go against them. Another group of orcs (for instance) might hear a
picked up and carried to new worlds every time the monastery moves. battle and run down the corridor to help their comrades.
The humanoids waiting to meet the adventurers might well be a mix of 5. Raise or lower the lethality of magical effects. A powerful poison
creatures from several worlds, all trying to stay alive and possibly escape might be slightly less powerful. A trap might inflict 2d6 damage instead
from the Black Monastery wherever it goes. The party might destroy the of 2d20. A bolt of energy might inflict 10d10 damage instead of just 5d10.
stone titan guarding the Courtyard of the Moon only find a dragon lairing There’s no reason a Referee cannot make these changes on the fly, or note
there in its place when the monastery returns. them down on the pages of this module in advance.
There is no reason player characters have to explore every room or fight No one is going to come to your house and tell you you’re doing it
every monster in the Black Monastery. They might enter the monastery wrong.
looking for a specific artifact, or searching for someone lost inside. They

Running the Monsters


might be seeking to slay a certain monster or fulfill some other quest, such
as throwing a cursed artifact into the black well in room D2X.
Another theme the Referee may choose to pursue could be members of
the Black Brotherhood still active in the campaign, hiding amongst local The Black Monastery is designed to give the Referee considerable
commoners or lurking in the ranks of the kingdom’s nobles. These cultists flexibility in scaling the encounters and controlling the pace of the game.
may try to seek out the power they once held by entering the monastery. There are encounters in the Black Monastery with relatively weak, low hit
They may hire player characters to acquire something for them or perform dice humanoids and undead. There are also powerful monsters capable of
some sort of task. The cultists might try to ambush and slay the characters challenging a party of the recommended level. Some encounters may only
for desecrating their unholy shrine, or they might betray the characters in be designed to use up resources or provide opportunities for role-playing.
order to prevent them from telling what they find inside. If the cultists It is up to the Referee to decide how to use each encounter, or how to
include nobles in their secret ranks, the reappearance of the Black modify it to fit into the ongoing story. Some Referees may choose to play
Monastery might have implications for the entire kingdom. the lower power encounters for humor or story-telling purposes. Others
There are many other plot hooks and ideas for further adventures may choose to ramp up the power levels to great greater challenges and
embedded in the text of this module. In many cases, Referees are given rewards to their player characters.
prompts to use their own discretion in setting plot points. The Black Appendix A of this publication includes full descriptions of several new
Monastery can be a springboard for extra-planar adventures or a source monsters that appear in the adventure. Some of these are new only in the
of trouble for the player characters when they attempt to sell their loot to sense that they have not been detailed in the Swords & Wizardry rulebook,
others. These things are for you to decide. but may have appeared in the (optional) Swords & Wizardry Monster
It is worth noting that the Black Monastery contains some details about Book. In some cases, these monsters pre-date Swords & Wizardry but will
several of the corpses or prisoners that are found within. Depending upon be familiar to players from the old days. And some of them are completely
your campaign, it might or might not be possible to identify the corpses or new, appearing for the first time in this module. To reduce page-flipping
to find their relatives outside the Monastery. In general, this information is while you are running the module, these monsters appear in two places:
given in case the characters employ a speak with dead spell or otherwise in the adventure text itself, beside the monster’s first appearance, and also
find ways to contact those who would reward the characters for the return at the back of the book, for reference, in Appendix A. At the cost of a
of the body. few additional pages, the duplication of the monster descriptions makes it
Finally, as you read through the adventure, take note of the frequency considerably more convenient since this is such a large module.
of magic items so that you can reduce or increase the available number It is worth noting that there are several unique monsters, or monsters that
of these as applicable to your campaign. Because the module is quite have only minor adaptations from the normal version. These monsters are
long, the total number of items may be fairly high. On the other hand, generally not included in the Appendix, and are not given the full descriptive
the adventure is quite difficult, and might merit the large number of such treatment. Information about hit dice and other vital statistics are all that is
items. really needed for these monsters, without giving them a full write-up.

6
introduction

Wandering Monsters in the Strange Noises (d20):


Black Monastery 1. Moans echo from around a corner or beyond a wall.
2. A distant bell rings.
3. Wind chimes can be heard. The sound passes down a corridor.
Wandering monsters are often seen as an unnecessary complication to 4. Human screams can be heard from somewhere in the darkness.
dungeon adventuring, but they serve a very important twofold task. First, they 5. Mad laughter can be heard. It seems to be muffled by a door.
measure time in a meaningful fashion. Without the possibility of a wandering 6. Footsteps are heard approaching or passing the party.
monster, there is no incentive for the players to have their characters do 7. Walls and flagstones crackle as if an invisible entity were passing by.
anything other than move through the dungeon at a snail’s pace, investigating 8. Pounding from beneath the floor, as if something huge is trying to get out.
every nook and cranny, and thereby destroying much of the excitement of 9. Fluttering wings from down the corridor or up in the rafters.
discovery. Secondly, wandering monsters provide an incentive to avoid brute- 10. Whispering voices that seem to come from ahead or behind.
force solutions to problems like a locked door or chest. When there is the 11. Flute or violin music echoes from some distant source.
possibility that loud noises will summon curious monsters – monsters that 12. Chanting voices from somewhere off in the darkness.
could otherwise be avoided and carry basically no treasure – the players can 13. A disembodied voice loudly whispers something a character just said.
make a meaningful decision about whether it is the smartest decision to go for 14. An unseen hand knocks on a door. No one is there. It happens again.
speed or to go for stealth in their progress through the dungeon. 15. A distant bell tolls. It stops as soon as anyone investigates.
Therefore, if you include the possibility of wandering monsters (and 16. Something is dragged across the floor outside a room. Nothing is there.
this is advised unless you simply don’t want to keep track of time), roll 17. Thunder echoes from outside the monastery. Lights flicker.
on the wandering monster table once every three turns, or whenever the 18. Unseen claws scratch at a door or wall.
characters make a lot of noise, with a 1 in 6 chance of an encounter taking 19. The sound of breaking glass from somewhere in the distance.
place. Wandering monsters, for the reasons mentioned above, should not 20. Scurrying feet or claws of small creatures. There are no creatures present.
carry treasure. However, they should also not be as powerful as the main
encounters; they should be used as an inconvenience that slowly weakens
the party, rather than a deadly challenge that could wipe them out. Ghostly Effects and Hauntings (d20):
There is no reason that a wandering monster actually has to attack the party. A
fire elemental might pass the party in a corridor, intent on some other purpose. 1. A flickering candle flame appears in a corner or passes in a corridor.
A pack of wererats might be looking for easier victims, or hunting for cheese. A 2. Shimmering green lights in a human shape disappear into a wall or floor.
group of local farmers, transformed into ghouls, might run in terror when they 3. Anguished faces appear on walls or floors. They fade away under full light.
meet the party. Running away, into the darkness of the monastery, is a perfectly 4. A character sees a dark shape out of the corner of his eye.
logical thing for monsters to do. In some ways, monsters that avoid combat 5. A small object moves without any visible force.
pose greater risks and annoyance for a party of adventurers. 6. A door slams, creaks open or rattles very hard in its frame.
7. Wind comes whipping down the corridor or under a door for several
seconds.
Wandering Monsters (d20): 8. Misty figures glide through the rafters or under a door.
9. A terrible sense of unseen presence strikes all party members at once.
1. 1d3 black skeletons are patrolling the corridor and run into the party.* 10. An object previously handled and discarded by the party flies out of
2. 1d2 cimota come floating down the corridor, possibly chanting as they the darkness.
approach.* 11. A fall of dust or grit from the rafters seems to indicate something is
3. 2d6 orcs run into the party. Most likely, these orcs will try to flee. up there.
4. Roll on the Strange Noises chart, below (ignore this result if the 12. Acrid smoke, or some other foul smell, with no discernable source.
wandering monster encounter was rolled because of noise). 13. A character catches a reflection of his own dead face on a wall or door.
5. Roll on the Ghostly Effects and Hauntings chart, below. 14. A piece of furniture rocks or moves slightly.
6. 1d3 giant spiders come scrambling through the rafters. 15. A magical or mundane light source goes out for no reason.
7. 1d6 gnolls run into the party. These humanoids will always attack. 16. A warning to leave the Black Monastery appears, written in blood.
8. 1d6 local human commoners are exploring the monastery. 17. Drops of blood appear, spattering the floor and then fading away.
9. Roll on the Ghostly Effects and Hauntings chart, below (ignore this 18. A damp footprint or handprint appears on a wall or floor and then
result if the wandering monster encounter was rolled because of noise). fades away.
10. Roll on the Strange Noises chart, below (ignore this result if the 19. A bag carried by a party member splits open, dropping its contents on
wandering monster encounter was rolled because of noise). the floor.
11. 3d6 kobolds try to ambush the party. 20. A party member feels something unseen touch his neck, arm or face.
12. One rust monster comes bounding down the corridor. It disappears
when slain.**
13. 1d4 ghouls attack. These are local farmers, infected with ghoul fever. The Physical Structure of the
14. 1d6 bugbears try to sneak up on the party.
15. 1d4 bats swirl down a corridor.
16. 1d4 werewolves attack (always in hybrid form).
Black Monastery
17. 1d4 wererats come skulking along floors and rafters (always in hybrid form) The Black Monastery is a huge hulk of a building. It was constructed
18. 1d6 morlocks come creeping along walls and ceilings.* in stages, with the workmanship and design of each addition varying
19. One troll skeleton (treat as a regular troll) comes creaking down the slightly from the previous work. The exterior walls are very solid
corridor.** masonry between three and five feet thick. Interior walls are one
20. One fire elemental (8HD) comes crackling down the corridor.** to two feet thick. The floors are paved with stone tiles, even in the
towers, where the stones have been mortared in over wooden planks.
* At the Referee’s discretion, encounters with this monster should only The monastery rests on an eight foot thick foundation of solid masonry,
take place after party members have encountered these monsters as part which means that the eaves are 28 feet above the outside ground and
of the description for a specific room in the monastery. exterior windows begin 16 feet up.
Ceilings in chambers and corridors are fifteen to twenty feet high,
** At the Referee’s discretion, encounters with this monster should only including five to ten feet of space between rafters and sloping rooftop.
take place once during a series of adventures in the monastery, unless Interior walls reach all the way to the ceiling, preventing creatures from
there is some specific reason to repeat this event. moving from room to room using the rafters.

7
introduction
The monastery roof is covered with dark, slate tiles. The roof is a jumble flames. Even spells such as earthquake will shake the walls but will not
of peaks, chimneys and angles, making movement across it difficult. open fissures or cause the Black Monastery to fall down.
Although it should be possible for a character to cross the roof, it is Spells such as teleport or dimension door will work only within the
dangerous. Loose tiles may slide underfoot, dropping a character down a monastery. So, for instance, a teleport spell would move a character
slope between two peaks or even off the edge of the roof. Giant spiders, from location to location within the monastery but would not be able to
wraiths and other monsters lurk under the eaves or in the depths of tiled bring a character to a location outside the monastery walls. Likewise, it is
slopes that the sun does not touch. not possible to teleport into the monastery. Any time a character tries to
Rain water flows down the slate roof and into channels between the use a dimension door spell to pass through the outer walls, the character
roof peaks. These channels lead to gargoyle rain spouts, where the runoff reappears just inside the walls on a direct line with the intended target
spurts from the mouths of heavily worn statues. Although not all of them point. A word of recall spell will not work at all. Spells that involve
are rain spouts, the Referee should assume there is a gargoyle statue at planar travel or summoning, such as plane shift, summon monster, gate or
every corner of the Black Monastery as well as every 20 feet along the similar effects will work normally, except as noted below.
eaves. Note: these are normal stone gargoyles, not monsters. Spells that create extra dimensional spaces, such as passwall, will work
There are narrow windows on all external walls of the Black Monastery. on interior walls, but have no effect on the monastery’s exterior. All walls,
For mapping purposes the Referee should assume that there is a window doors and other physical features of the Black Monastery extend into both
near the center of any 10 foot section of exterior wall, including the the ethereal and astral planes and cannot be bypassed through these planes
Courtyard of the Moon. All exterior windows are eight inches wide and of existence. Likewise, incorporeal creatures can move about inside the
two feet high. They begin eight feet off the floor, since their purpose was monastery as normal, but cannot pass through the outer walls or roof.
to let in light rather than serve as view ports. The windows are covered Spells such as transmute rock to mud have no effect on the monastery
with thick, opaque glass, colored deep purple. There are windows in the floors, walls or slate-tiled roof..
Tower of Sacavious and the Tower of Kran the Dungeon Master, starting * Depending on your personal view of what the Monastery is, and how
on the second floor, 33 feet off the outside ground. The windows in these it functions as a multi-planar structure, feel free to ignore these rules if
towers begin only four feet off the floor. they do not mesh well with your campaign or the particular way you are
The heavy glass covering the exterior windows is thick and hard, using the Monastery in your game.
equivalent to a strong wooden door. Once the glass has been completely
broken out, a small character could squeeze through the resulting tight
space.
A character inside the monastery could scramble up to a window and
Getting Inside the Monastery
look out at the surrounding rooftop or countryside as normal. A character The party will most likely enter the Black Monastery through the
looking in from the outside will see only frosty glass and faint glimmers Gates of Fear, but there are other ways to get in. Battering through the
from within. Sunlight filters in during the day in flickering shafts of purple walls, windows or roof has already been discussed above. There are ten
light, giving a dim glow to rooms near the exterior walls. Although these alternative ways the party might get into the Black Monastery. A clever
shafts of light are bright enough to create dramatic effects, they have no group of players could probably think of even more:
affect on undead or other light sensitive creatures inside the monastery.
It is possible for a motivated party to cut their way into the monastery 1. The party might climb over the rooftop and lower themselves into the
through a wall, breaking out a window or by chopping down through the Courtyard of the Moon using ropes. Party members climbing down from
roof. The Referee should supply suitable encounters that the noise and the gloom of the rooftop might experience some disorientation descending
activity might attract. It is up to the Referee whether or not the damage into the eternal night of the courtyard.
is repaired when the monastery disappears and reappears. Some rooms Characters using spells like fly or levitate to land in the Courtyard
might have holes in their roof or walls already, at the Referee’s discretion. of the Moon would find their spells canceled as soon as they descend
Unless otherwise noted, doors are constructed of heavy oak planks with lower than the eaves of the monastery roof, dropping them twenty feet
iron hinges. to the courtyard surface for 2d6 damage. Likewise, spells cast by flying
characters above the level of the courtyard eaves will not penetrate into

Magical Effects
the courtyard itself.

2. It is possible to drop down from the roof into the small courtyard
Within the Monastery* in area M155. The Referee should note that there is a chance that a
character dropping into this area will land on the flagstone that instantly
The Black Monastery is a realm unto itself, existing in multiple planes teleports anyone who steps on it to a closet in room M30. If this happens,
and worlds at the same time. This changes the way magic works, the teleported character’s companions may assume that he has been
subjecting it to the rules of the monastery. Certain spells have different disintegrated…and it might be humorous if the Referee deliberately gives
effects inside the Black Monastery. Some work in limited ways and them this impression by having the character cry out in surprise as he
others do not work at all: disappears. The party might also have to deal with the poisonous vipers
Any spell with a duration that is cast outside the Black Monastery will lurking in the grass in are M155.
end as soon as the object or person on which it is cast enters the building
or sets foot on its roof. The same rule applies to spells cast inside the 3. Characters that could somehow travel down a chimney might be able
monastery; they end as soon as their recipient leaves the monastery. Spells to get in via fireplaces or ovens. Spells used for this purpose will not work
cast through the Gates of Fear, into the Courtyard of the Moon, dissipate unless the caster is already standing on the rooftop. Unless the Referee
in the entry passage. All magical lights (created by spells as opposed to is feeling especially cruel, a character using a spell like gaseous form to
those generated by magical items) go out when crossing the Gates of Fear. float onto the roof and look for a chimney would find the spell canceled as
Light-creating spells will work within the Black Monastery, but their soon as he tried to enter a shaft (rather than being horribly trapped inside).
effects are limited. There are always shadows. The rafters are always
dim and shadowed, resisting the full illumination of even magical lights. 4. Brute force might be used to batter a hole in a monastery wall or break
Spells such as fireball, lightning bolt and the like, will work normally but out a window. (See the notes on the structure of the Black Monastery,
will have little to no effect on the structure of the monastery itself. Walls above.) A party of adventurers rarely carries the proper tools for this
will show burn marks but will not break. Wooden features, such as doors sort of work. Weapons, including magical weapons, are not made to be
and rafters, will scorch but will not catch fire...which is one of the reasons used as picks, hammers, shovels, sledges or pry bars. The Referee should
the kobolds in room M206 are so frustrated with their attempts at roasting inform the party members that their precious weapons are bending and
a pig. No matter how powerful a spell like fireball or lightning bolt might possibly even breaking under this type of use. The Referee should not
be, there is no chance of setting the Black Monastery on fire with magical hesitate to rule that a weapon is automatically broken if the party insists on

8
introduction
continuing after they have been warned. Because, frankly, this is a stupid bronze chimes that hang from the eaves all around. Doorways and dark
way to try to get in. windows glare like black eyes. There is a crawling feeling of unseen
presences, watching from every stone.
5. There is a tunnel leading from the bushes just outside the monastery The courtyard is not empty. Tall grass stands almost four feet high,
into room M116. A character actually searching for a tunnel might spot except where a stone path crosses the courtyard east to southwest, ending
the entrance (secret door) if the party takes the time to search the entire in a large pair of doors on the southwestern angle wall. There are two
perimeter. fountains in the courtyard. The east end of the courtyard is taken up by the
remains of a garden. There is a cemetery against the south wall, directly
6. It might be possible for adventurers to enter by way of the underground across from the Gates of Fear, dominated by a large, stone crypt. A statue
river that flows through room D1G. This route would only be known to of great size looms over the center of the garden.
the sightless creatures of the underworld. Getting through the underworld The Referee should take careful note of the phase of the moon when the
to reach the monastery would be an adventure all by itself. party first enters the courtyard. On nights with no moon, the courtyard
is almost completely black. Even torches or magical lights will only
7. Room M123 is a rear courtyard closed by a dented portcullis. illuminate a five foot radius around the source, giving the party the
Characters might find a way to pass through the bars and get in to the feeling that they are walking in a dark void, if it were not for the stars
monastery via this area. They could also drop down into this area from overhead. On nights when the moon is full, the statue in the center of the
the roof. courtyard is awake and aware. The exact phase of the moon is left to the
Referee’s discretion but it is advised that the moon should be at half or
8. The roof over area M85 has been crushed by siege stones. This quarter the first time the party enters. The second time the party ventures
damage to the Black Monastery is a permanent feature of its structure. It into the Black Monastery, the moon should be dark. On their third trip
is possible to climb down from the roof and into this area. to the monastery the party might find the moon overhead is full and the
courtyard is filled with a new sense of menace.
9. Room M120 has two trees growing through the roof. The party might
be able to chop their way down into the chamber below, but this might be
complicated by the ability of these trees to animate and defend themselves The Tall Grass
(see below).
The tall grass hides no particular threat, but there are warnings there for
10. There is a spider lair in the ceiling of room M188. This includes a a party that bothers to scout before moving through the Courtyard of the
fairly large hole that giant spiders used to go hunting on the roof. The Moon. There are trails visible in the grass, leading to both fountains and
party could climb down through this hole, but would have to deal with the to all of the doors opening onto the courtyard. A search of the grass will
spiders lurking there. reveal that there are a dozen skeletons scattered here and there, sticking
out of the ground and intertwined with vegetation. Although much time
has passed, all of the skeletons have crushed skulls and many broken
The Gates of Fear bones. There are also three fresh bodies, including two orcs and an elf,
squashed flat. All of these are the remains of explorers who awoke the
The front entrance to the Black Monastery is always open. A black iron courtyard’s most lethal guardian. Although the grass has sprung back
portcullis is jammed open, revealing a high, wide, arched passage sloping up since it was last crushed down, checking the area will reveal a single
up from the outside daylight into the night of the Courtyard of the Moon. enormous footprint, three feet long and two feet wide, near one of the
Coiled around the arched entrance, carved from the monastery’s stone, are crushed orcs.
a pair of black dragons. Their wings are folded down over their backs,
and their beaks meet at the highest point of the arch. The bodies and tails
of the statues appear to coil around the stone lintels on either side of the The Fountains
entrance. The eyes of these stone monsters seem to swirl with darkness,
warning intruders away from the Black Monastery’s cursed allure. The first fountain is directly in front of the entrance. Marble benches
Anyone who passes through the Gates of Fear and braves the arched are arranged around a basin approximately 30 feet across, filled two feet
passage will feel as if unseen hands are clenching his throat, choking deep with water and muck. The water is cold and tastes like sulfur, but
off his breath. Voices echo in each person’s head, whispering that they there is no magical effect for drinking from it. In the fountain’s center
should flee immediately, before nameless and shapeless things come to are statues of satyrs, playing pipes and dancing around a gnarled, marble
take them. It is as if the tails of the black dragon sentinels were coiled oak. All around the tree its bark is formed into human faces, twisted in
about each party member’s heart. anguish. Water trickles from the eyes and mouths of these faces, running
This fear-causing effect makes its victims edgy, and prone to make down the tree trunk and splashing into the basin. Large brass bells hang
frightened mistakes. Anyone who passes through the Gates of Fear from the stone tree’s barren branches, swaying slightly with the breeze.
must make a saving throw or suffer a -2 penalty on attack rolls, damage The bells have clappers that may be rung using chains that hang below
rolls, and saving throws for the next twelve hours. Characters who are each one, but they can only be reached by wading in the water. Should a
somehow immune to fear effects will notice the grasping, choking feeling, party member decide to ring one of the bells, the result will be a dull, low
but suffer no other penalties. This fear can be removed by any appropriate clang that echoes around the courtyard. There is no supernatural result
magical means. of ringing these bells, but the Referee should note that any creature in the
rooms around the courtyard will be aware of the party and waiting for
them to arrive.
The Courtyard of the Moon The second fountain stands in the northwest corner of the courtyard. A
very tall statue of a woman stands in the center of two intertwined basins.
Beyond the Gates of Fear and its silent guardians is the Courtyard of A search in the tall grass around this fountain will reveal a human skeleton
the Moon. This is a large open area in the center of the Black Monastery. holding a clay cup and the body of a human, dressed in leather armor,
It is called the Courtyard of the Moon because the sun has no power who has been dead for several days. There is no treasure on either set
there. Instead, perpetual night rules the courtyard and the moon holds of remains. The statue of the woman is 15 feet tall. She wears a tattered
silver sway. Because there is not even ambient sunlight, the stars over gown and her cruel face looks down at an urn cradled in her arms. Water
the courtyard are thick and bright. Planets glow red and gold against pours from the urn and splashes down on the oval pool formed by the
the field of night. Moonlight seems to echo from the stones, glimmering meeting of the two basins, overflowing to in two directions to fill each of
like foxfire from every surface. There is always a cold breeze in the them. The two basins are each 30 feet in diameter.
courtyard, no matter the season. The wind jangles through dozens of Drinking the brackish water from the northern basin has no magical

9
introduction
effect. If a party member tastes the water in the southern pool he must
succeed on a saving throw or suffer the temporary loss of 1d4 points
of constitution. If the initial saving throw fails, the victim will feel
the overpowering urge to take another drink, with corresponding loss
of constitution. This will continue until a successful save is made, or
the drinker is restrained by his comrades and kept from drinking for at
least one minute. Anyone who has all his constitution points drained
away by the pool falls dead. Lost constitution points are regained at
the rate of one point of constitution per hour. The skeleton is a long-
dead victim of the fountain. The body in leather armor belonged to a
rogue who also fell prey to the fountain. This unfortunate adventurer’s
companions did not recover his body, for they never returned from the
Black Monastery.

The Garden
The garden is a large area surrounded by what remains of a rusted,
wrought iron fence. This garden was used to grow plants for spells
and alchemical research. Now, it is a tangle of vines and brambles.
There are various types of fruits and vegetables under the tangled
growth. All of them are rotted and stinking of decay. Digging in
the garden will reveal that small bits of human bones are scattered
throughout its soil, along with the casings of dead beetles.
Buried six feet below the garden’s surface are the bodies of seven
former members of the Black Brotherhood, condemned by their
brethren for betraying the order. Digging in the garden has the
potential of disturbing these corpses, which will rise as morhgs. Roots
sprout from these monsters, clotted with black soil and stinking of
death.
Whether any activity in the garden causes one or more of these undead
horrors to rise from the earth is left up to the Referee’s discretion.
The Referee should scale this encounter to fit the circumstances.
Perhaps only one morhg rises to defend the garden. Perhaps all of
them tear from the earth, or one each round. Minor exploration or
tampering with the garden should not disturb the morhgs, but heavy
digging almost certainly will. If the party flees or is defeated, any
of the remaining morhgs will re-bury themselves, returning to their
unhallowed graves until they are disturbed again.

Mohrg: HD 10; HP 70, 60, 55, 50, 45, 40, 30; AC 0[19]; Atk 1
fist (1d8) or tongue (paralysis); Move 12; Save 5; AL C;
CL/XP 13/2,300; Special: paralyzing tongue, grabs and
holds

The Cemetery
The cemetery is also surrounded by a wrought iron fence. It is
overgrown with tall grass, like the rest of the courtyard, but grave
stones can be seen here and there. Many of the stones are toppled
or broken. There are pits or shallow depressions where some of the
graves should be. Some of the grave stones are topped by gargoyles.
All of them are marked with the teardrop and burning skull emblems
of the Black Brotherhood. The faint stench of rotting corpses rises
from all of the graves. Digging in any grave will reveal a stone coffin
six feet under the soil. There are human skeletons in half of the
graves. The others appear to have been broken open long ago. There
is no treasure in any of them.
The crypt is a stone building, 30 feet by 20 feet, standing just over
10 feet high. It has been built down into the moist earth, so that the
flat roof is only six feet above the surface. A set of dirty, broken steps
leads down to a pair of rusted iron double doors. Gargoyle statues
stand to either side of the entrance. Above the door is carved the face
and wings of a bat.
Forcing open the iron crypt doors is more difficult than a normal door
(use a d8 rather than a d6 to determine success), although a crowbar
or other lever will automatically break them open. As soon as the iron
doors are opened, dense fog will begin to pour from the mouth of the
bat carving over the door. This fog flows in a perfect sheet, completely

10
introduction
suffocate, although combined weapon damage is likely to have proven
fatal long before that.
Mohrg The second hollow includes a bag of 10 gems, each worth 20gp and a
scattering of eight black pearls worth 100gp each.
Hit Dice: 10 The third and fourth hollows hold the left and right halves of a burnished
Armor Class: 0[19] black breastplate cut in half by some magical force. If the two halves are
Attacks: 1 fist (1d8) or tongue (paralysis) pressed together they will reconnect with a blinding flash. The re-united
Saving Throw: 5 suit is a breastplate +2. This suit of armor is enchanted so that it always
Special: paralyzing tongue counts as light armor, equivalent to a suit of leather armor for movement
Move: 12 and armor check penalties.
Alignment: Chaotic
Challenge Level/XP: 13/2,300
The Titan
Mohrgs are the animated corpses of mass murderers or similar
villains who died without atoning for their crimes. They resemble The statue in the center of the courtyard stands on a pedestal that is
zombies, but are far more dangerous, being somewhat more 10 feet in diameter and five feet high. It is a statue of a titan, 25 feet
intelligent, much faster, and much stronger a zombie. tall, crouched on the pedestal beneath the weight of a large, stone orb,
Due to a morhg’s blinding speed, these monsters will always like legendary Atlas holding up the world. The titan statue is made of
attack first during a combat round unless squared off against an black stone. The titan’s eyes are large sapphires, worth 5000gp each. The
opponent using some sort of magic that increases the character’s titan’s fangs are jade. The titan’s orb is a massive sphere of gray marble
own speed of motion (such as boots of speed). Morghs have that mirrors the current phase of the moon across its surface. Under a full
two possible methods of attacking. First, the morgh’s tongue moon, the entire orb glows pale yellow.
extends five feet, and has a paralyzing effect. A saving throw at The titan statue is the most powerful defender of the courtyard. It is a golem
-2 is permitted to avoid this effect, but victims failing the saving enchanted to destroy anyone in the courtyard who is not a member of the
throw are paralyzed for 1d6 turns. The morgh’s second option in Black Brotherhood. It is immune to almost all magical attacks. Time, combat
combat is to strike opponents with its fists. When the morgh hits and the elements have eroded its powers, but it is still a strong opponent. Any
with its hands, the strike not only causes damage, but allows the attempt to tamper with the statue, including just climbing up to touch it, will
morgh to hold on if the victim fails a saving throw. A character cause it to animate and attack. The titan’s first action will always be to hurl the
who is so held cannot attack, and if the morgh with its tongue in marble orb it holds, inflicting 4-40 points of damage against its primary target
a subsequent round, the tongue will hit automatically (although and on anyone standing within five feet when it hits.
the victim is still allowed a saving throw to avoid paralysis). Any The titan-golem will respond differently depending on the current phase
held character may break free with a successful saving throw of the moon. On a moonless night, the golem will be mostly dormant. It
during the character’s attack initiative. will respond to attacks, but will only move at half speed. It will retreat
Any character killed by mohrg will rise after 1d4 days as a to its pedestal as soon as all intruders flee from the courtyard. On a half
zombie under the morhg’s control. Thus, morghs are often found or quarter moon, the titan-golem will respond to attacks, moving at only
accompanied by 1d6 zombies. half speed, driving intruders out of the courtyard, remaining animated and
patrolling the grounds for the next eight hours.
On a full moon, the titan-golem will be fully alert, moving at full speed and
covering the door and disappearing when it touches the ground. Any actively seeking out the party. If the party has previously activated that statue
character whose bare skin touches the fog will immediately suffer 4d6 it will pretend to be inert, but will actually be waiting for the party to move to
points of damage as his skin rots and flakes away. This effect continues a position where they can be cut off from escape, or easily reached. Although
with an additional 1d6 points of damage per round until the character dies it is too large to enter the corridors, the golem will bash down doors and reach
and rots away into dust. Any healing magic (such as a cure light wounds into the monastery halls wherever the party takes refuge. It will attempt to
spell) will stop this effect. The only way to avoid taking damage from the deceive the party, falling to the ground when it is hit and lying still until a
fog is to completely shroud one’s body while passing through it. party member comes close enough to grapple and crush an unwary victim.
Inside the crypt are four long stone biers, four feet tall. Resting upon It will set ambushes, or pretend to walk away while actually lurking outside
these platforms are four human bodies, wrapped in black robes. Three of doorways. It will not return to its pedestal, remaining animated as long as the
the bodies are elderly men and the fourth is a woman. These were former moon is full and party members are still alive.
abbots of the Black Brotherhood, buried here after their lives completely The stone titan is a terrible menace, but it is quite possible to avoid it.
drained away in the service of darkness. If any of the bodies are touched, Many creatures have entered and left the Black Monastery over the years
a black cloud will begin to pour from all four mouths, pooling in the air without triggering the titan’s wrath. There are certainly warning signs in
above them. After one round, these black clouds will form into wraiths the grass around the courtyard, including crushed bodies and a footprint.
and attack the party. If the party flees the courtyard, the wraiths will return Once the party has roused the titan and escaped, they will likely be wary
to their corpse hosts until the crypt is disturbed again. of awakening it again. If the party survives several encounters with this
guardian they might even learn the rules that govern its actions according
Wraith: HD 4; AC 3[16]; Atk 1 touch (1d6+ level drain); Move 9 to the lunar cycles.
(Fly 24); Save 13; CL/XP 6/400; Special: drain 1 level with hit.
Titan of the Black Monastery: HD 20 (80hp); AC 3[16]; Atk 1
There is a hollow space under each of the four stone biers. A combined weapon or fist (4d8); Move 12 (or 6); Save 3; CL/XP 21/4,700;
strength of 40 is required to shift them aside, or a lever or crowbar could Special: Immune to all weapons +1 or less, immune to most
also accomplish the task with two party members doing the heavy work. magic, half damage from piercing or cutting weapons, slow
Each hollow contains rotted cloth and minor personal effects such as long- opponents.
decayed books and the like.
The first hollow also contains a Longsword +2 Gravedigger. Any living These statistics represent the titan statue’s current strength. In spite of
target struck by this weapon must succeed at a saving throw or suffer from its magical nature, the statue has been damaged in previous battles and
mild effects of rigor mortis, which results in a -1 to all attacks, saves and worn down by the elements. Any spells that heal the statue may raise its
skill checks. The effects of subsequent hits are cumulative, with a saving hit point total above its maximum, to its original total of 400. If the party
throw required for each one. The penalties from rigor mortis wear off defeats the statue in battle it will thunder to the ground and shatter into
at the rate of one per day. Any creature that accrues a -20 penalty from thousands of pieces. The statue’s sapphire eyes will also shatter, but it is
repeated hits is assumed to have completely stiffened and will begin to possible to collect 100 fragments worth 5-10gp each.

11
introduction

Titan of the Black Monastery


Hit Dice: 20 (80 hit points)
Armor Class: 3[16]
Attacks: 1 fist (4d8)
Saving Throw: 3
Special: throw boulder, magic weapon required
to hit, half damage from bladed and piercing
weapons.
Move: 12 (or 6)
Alignment: Neutral
Challenge Level/XP: 21/4,700

The Titan of the Black Monastery is a unique golem located


in the plane-drifting Black Monastery, a 25ft tall statue of a
titan with gem eyes worth 5,000gp each. . It can throw a
massive boulder for 4d10 points of damage, hitting not only
its target but (due to the size of the boulder) anyone within
five feet of the target as well. The creature cannot be damaged
by non-magical weapons or even magical weapons with less
than a +2 enchantment, and bladed (or pointed) weapons inflict
only half damage. The golem is immune to all spells, with the
exception of fire spells and spells that specifically affect stone
or earth. Fire spells do not inflict damage, but have the effect
of slowing the creature (although it cannot be slowed below a
movement rate of 3). Earth-affecting spells will inflict damage
in accordance to their effects and power, as determined by the
Referee. As a rule of thumb, such spells will cause 1d6 points
of damage per level of the caster, with a bonus based on the
level of the spell. A fifth level spell adds 1 point of damage to
each die, a sixth level spell adds 2 points of damage to each die,
a seventh level spell adds 3 points of damage to each die, etc.
Once every two rounds, the titan-golem can glare at a single
opponent with its gem-eyes, and cause that opponent to be slowed,
as per the spell (a saving throw at -2 will negate this effect).
Although this golem is a unique creature, this is not to say
that a similar golem could not be created by a magic-user of
sufficient power. However, doing so would require considerable
research and experimentation to write the appropriate manual,
the materials would be very expensive (the eyes alone costing
10,000gp), and the process of creating it would require a
laboratory located in a dimensional space outside normal reality,
for the equipment must be constructed according to geometries
that are impossible under normal physical laws.

M1 — Bakery
A trio of large chimneys on the exterior wall of this chamber will
tell anyone standing in the Courtyard of the Moon that it is a bakery.
This bakery was once used to provide bread for the entire Black
Brotherhood as well as guests in the upper level and prisoners in
the dungeons. When the party enters they will find it in ruin, with
baking tables dumped over and most of the wooden utensils broken
and scattered about.
There are three rotted rat carcasses are strewn about the room.
Anyone who touches them with bare hands must make a saving throw
or be infected with a disease as if bitten by a giant rat.
A large number of giant rats (30) are living in the bakery. They are
huddled together in the cracks and hollow places inside the chimneys,
fireboxes and the ovens themselves. If anyone disturbs them by
pounding on the ovens, attempting to light a fire or just opening up the
rusted iron doors, the rats will boil out in three groups of 10 (one per
round) and attack until killed.

30 Giant Rats: HD 1d4hp; AC 7[12]; Atk 1 bite (1d3); Move


12; Save 18; CL/XP A/5; Special: 5% are diseased.

12
the black monastery

13
the black monastery
and a plush chair. The bookshelves were emptied long ago.
M2 — Infirmary A large candelabra holds five candles. If the candles are lit they will cast total
darkness in a twenty foot radius as a darkness spell. It is possible to dispel the
This room was used by Aloicious, the Black Brotherhood’s healer, to darkness from one of these candles by blowing out its black flame. Each candle
treat members who were sick with the many magical diseases and curses will provide twelve hours of shadows and night before burning out.
the brothers used to encounter in their evil work.
There are four cots against the north wall, with tables and chairs in
the center of the room. A clay water pitcher on a table is the home of a M7 — Dead End
venomous snake. This animal is coiled in the bottom of the pitcher. It will
strike at anyone who grasps the rim of the pitcher or passes a hand or face There is a man in leather armor with his back to the door, standing in the
over its top. If the pitcher is moved or disturbed in any way, the snake will middle of the room. The man will turn to reveal a horribly ugly face with
rise, hissing from the mouth and strike at anyone within reach. no eyes, then fall down in the middle of the room dead. The corpse has
The four cots are all occupied by human commoners, including three women 3gp sewn into the hem of its pants.
and a man. These are local peasants who have been infected with ghoul fever. The dead man was a local craftsman who came to the Black Monastery
In their growing madness, they have been drawn to the Black Monastery and lured by tales of treasure inside. Walking through the doorway triggered
have laid down on the cots. These sufferers are victims of the curses that a magical trap that aged his face and brain by 50 years. Although traces
always accompany Black Monastery’s evil presence. Although they are in of this magical effect could be found around the lintel, this unfortunate
the last stages of the disease, they are not beyond saving. A cure disease, man has taken the full effect of the trap for the party. His corpse has been
or similar magical intervention, will revive them and allow these innocent teetering in place for some time before dead sinew reflexes cause him to
people to return to their homes. If the party does not heal them within 24 turn and fall over.
hours, all four victims will be gone from this room. They will be transformed
into full ghouls and off to run through the monastery halls in search of food.
M8 — The Dance Circle
Viper: HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18;
Save 18; AL N; CL/XP 2/30; Special: Lethal poison (+2 save). There are eight skeletons in this room, dressed in the clothing of
local farmers. When the party enters the room, these undead are
walking in a circle around the edges of the room. Each skeleton has
M3 — Guest Room its bony hands on the shoulders of the one in front. The skeletons will
ignore the party unless they are attacked or interfered with, then they
This room was used to house visitors staying overnight with the Black will attack.
Brotherhood. Until the very end, most outsiders were unaware of the
evil deeds occurring in the Black Monastery. They found this room Skeletons (8): HD 1; AC 8[11] or 7[12] with shield; Atk 1
comfortable and it was far enough away from other parts of the building, weapon or strike (1d6) or (1d6+1 two-handed); Move 12;
where horrors might be revealed. Save 17; CL/XP 1/15; Special: None.
There are three beds in the room as well as a table and a wash basin.
When entered, three sheets on the beds will fly up, assume ghostly forms
and fly around the room for two or three rounds, then fall to the floor. Party M9 — Sounds in the Walls
members who choose to attack the sheets will tear holes in them but the
rags will continue to fly until their magically-assigned task is completed. There are eight zombies in this room. The wounds on their bodies indicate
that they were alive only a short time ago. Although they are what is left of
an adventuring group from a local village, these zombies are wearing aged,
M4 — Storage Room tattered gray rags. When the party enters, the zombies will be standing with
their backs to the door and seem to be clawing at the walls. They will turn
There is a large amount of old junk left lying about this room. There are assorted and attack as soon as a party member enters the room.
items such as spare rope, sashes, robes, sandals, furniture, bricks, pottery and the
like. One of a number of dressers contains a pair of spurs, a bridle and a brush. Zombies (8): HD 2; AC 8[11] or with shield 7[12]; Atk 1
The spurs are an enchanted set of spurs of speed. These spurs allow the user to weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30;
make any creature ridden move at double its normal movement rate. Special: Immune to sleep and charm.
Standing in the corner is an old wooden staff, five feet long. It belongs
the Hahnso the Fist, who is currently meditating in room M158. An “H,”
for “Hahnso,” is carved into one end of the staff. M10 — Wine Room
M5 — Warming House for Travelers
Rotting cloth, rusted swords and a horrible stench fill the room. There
are red stains on all of the walls, reaching up to the ceiling above the
rafters. When the party enters, the door will slam shut and lock with a
New arrivals to the Black Monastery were invited to warm themselves beside a wizard lock spell. Then the room will start to fill with a very cheap vintage
magical fire. There are several round rugs on the floor along with cots, chairs and of red wine. The room will totally fill in 10 minutes.
a couch for visitors to use. A cheery, magical fire is still blazing in the fireplace. In the far corner of the room is a vial that is labeled, “Oil of
One of the rugs, just in front of the fireplace, conceals a pit trap. The Etherealness.” This is a special potion which will affect any one person
first character who steps up to the fireplace will plunge into the pit for 1d6 or object that has the oil poured over it, turning it ethereal (i.e., not a
falling damage and 1d6 damage from the spikes on the pit’s floor. material substance any more). The vial contains enough of this potion
This trap was kept ready for guests who were planned as prisoners or to allow one person to escape, but is possibly better spent on making the
hostages. The trap door and its mechanism, which could be set to go off door ethereal!
or stay shut depending on immediate needs, is long gone. Once the wine has completely filled it will remain full for 10 minutes
before the door opens and the wine gushes out into the corridor. The wine
dissipates one round after it surges out of the room, leaving no trace of its
M6 — Den presence. After the room empties, the door will shut again, waiting for
the next victims to enter. The special etherealness potion will function
Visitors to the Black Monastery could wait in this room for an interview only inside this room. Another vial will appear each time the room fills
with one of the brothers. The den is furnished with bookshelves, a desk and empties.

14
the black monastery
have one round to stop the wall, exit the corridor or suffer 5d6 points of
M11 —Miniclops crushing damage. After the wall shuts completely it will remain shut for
one round and then open and re-set to crush the next intruders.
This room is dimly lit by five torches that are held by eight stony arm-
segments protruding from the walls in scattered places around the room. A
four foot Cyclops (nothing more than an ogre with an eye in the center of its M17 — Room With A Message
forehead) with horny skin and one beady eye, wielding a miniature halberd,
guards a bag in the northwest corner of the room. The bag holds twelve The door to this room is marked with arcane symbols that will glow
shrunken human heads, each mounted on a silver plate. The plates are worth when the door is touched. When a party member enters the room a deep
19sp each. The bodies that go with these heads are located in room M13. voice from the southwest corner will say, “You have foolishly entered
where you are not wanted. Leave or die!” The voice will then start to
Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; laugh. The laughter will grow louder until it reaches deafening levels.
Save 13; AL C; CL/XP 4/120; Special: None. Any character who remains in the room after ten rounds must succeed at a
saving throw or be deafened for one hour after leaving the room.
As soon as the laughter starts, two troglodytes will appear and attack the
M12 — Lamp Room party. These summoned monsters disappear when they are slain.
In the southwest corner of this room is a chest. When the chest is opened
A desk is up flush with the north wall in this room. Along the western a clear gas bursts out with a hiss. Everyone within 10’ must succeed
wall is a mural depicting a djinni emerging from a lamp. Examining the at a saving throw or fall unconscious for 1d6 turns. The chest holds an
mural will reveal that the lamp is a real lamp, set into the wall. octagonal amulet made of ordinary iron. A teardrop is inscribed in the
The lamp can be removed from the mural and used as a real lamp. When amulet’s center and there are small rubies worth 25gp at each of the eight
rubbed, the lamp it will emit black smoke, blinding everyone within a 40’ seven corners. The amulet is not magical and has no other function. The
radius for 3d6 turns. The smoke lasts for one hour before dissipating. teardrop and pentagram are symbols of the Black Brotherhood.
This effect will work once per day. A cork or rag can be stuffed into the
spout of the lamp to stop the smoke, immediately dissipating the cloud. Troglodyte: HD 2; AC 4[15]; Atk 2 claws (1d3), Bite (1d4+1) or
by weapon with shield (1d8); Move 12; Save 16; CL/XP 3/60;
Special: Stench, chameleon skin.
M13 — No Heads
Twelve shrunken human bodies without heads are laid side by side in M18 — Repository
this room. These are the remains of adventurers who have met a horrible
fate in the Black Monastery. They are under an enchantment that has There is a bowl on top of a table in the middle of the room. The bowl
shrunken their bodies to half height to match their shrunken heads. is filled with water and inscribed with runes on its exterior. A Magic-User
If the appropriate head from room M11 is matched with the body it came reading the incriptions will be able to identify that the inscriptions on the
from, the body will animate and perform one of the following actions (d6): bowl are used as part of a necromantic ritual. If the Magic-User has an
Intelligence score over 15, he will also discern that the bowl is specifically
1. Stand and recite meaningless poetry. used in a ritual to create shadows.
2. Stand and warn party to beware of fountains. There is a large, stone coffer standing in the southwest corner of this
3. Bend at the waist and fire its heat at a random party member doing 4d4 room. Inside, the party will find a potion of cure serious wounds (ninth
damage. level) and a pair of goggles of night-eyes. Both magic items are labeled
4. Explode, doing 6d4 damage to anyone within a 10’ radius. Characters with a ribbon that says, “Thank you very much, my dear!”
who succeed on a Reflex save DC 18 may reduce this damage by half. These two magic items were teleported here when an adventurer fell
5. Walk out of the monastery and depart in a random direction. prey to the magical effects of a statue in room M211 (see below). They
6. Shrink until it is too small to see. landed here after they disappeared from a magical fountain in that room.
The members of the Black Brotherhood used to think this was a fine joke
to play on visitors. They kept the magical items they gained from this
M14 — Frictionless Room magical trap. The goggles of night-eyes allow the wearer to see in non-
magical darkness to a range of 90ft.
The floor is covered with a green slimy substance that makes it difficult
for a person to walk without falling. It is impossible to walk across this
room without falling. Characters who try to cross the room find that the M19 — Sacristy
floor is entirely frictionless. A saving throw is required to avoid falling
hard enough to suffer 1d6 damage. Even if the save is made, the character This room held the tools and substances used in the unholy sacraments of
still falls. Characters might slide across the floor, pushing against walls to the Black Brotherhood. It is filled with five incense burners (4sp each), 10
gain enough momentum to reach rooms M13 or M15. candelabras, four pentagon pendants (identical to the pendant in room M17
above), dried and tattered black robes and four black tapestries woven with gold

M15 — Unbroken Web


in the teardrop and pentagram symbol of the Black Brotherhood.. The tapestries
are worth 50-100gp each. The candelabras could bring a price of 10-15gp each.
A large black case, sitting on a stone shelf, holds a dozen sacrificial
This room is filled with thick cobwebs from floor to ceiling. These daggers of various sizes and shapes, worth 2-10gp each. There are also
cobwebs will close behind the party, making retreat more difficult than 13 ebony figurines of demons sitting in niches about the room. These
advancing. The webs function as a web spell, except that these strands wooden figurines are worth 5gp each.
regenerate one round after being burned or broken. Two cloakers lurk on the ceiling just above the door, guarding this
treasure. When the party enters the cloakers will begin to moan. If they
are attacked with spells or ranged weapons, the cloakers will drop from
M16 — Crushing Room the ceiling and attack, creating mirror images to protect themselves.

One round after the first party member enters this corridor, a one foot 2 Cloakers: HD 6; HP 30, 24; AC 4[15]; Atk Tail (1d8), bite
wide section of the north exterior wall will begin to close slowly. A total (1d6), enfurl; Save 11; Move 9 (fly 12); CL/XP 8/800; Special:
strength of 40 is required to stop the wall from closing. Party members Moan, mirror image, darkness, enfurl.

15
the black monastery
their equipment, when the party is returned to the room.
Both duelists are wielding +2 longswords. The last party member to be
Cloaker struck before escaping from the painting will find he still has the magic
weapon stuck in his body.
Hit Dice: 6
Armor Class: 4[15] 2 Painted Duelists (Ftr6): HD 6; AC 2[17]; Atk 1 longsword
Attacks: Tail (1d8), bite (1d6), enfurl (1d8+2); Move 12; Save 9; CL/XP 6/400; Special: +2
Saving Throw: 11 longsword (included in stats), supernatural speed improves
Special: Moan, mirror image, darkness, enfurl armor class to 2[17].
Move: 6 (fly 12)
Alignment: Chaotic
Challenge Level/XP: 8/800 M22 — Rave Room
Cloakers are manta-like creatures that resemble a large black
cloak – the ivory claws are often even mistaken for a clasp of This floor in this chamber glows bright green with arcane light. Stepping
some kind, as they are kept folded when the cloaker is at rest. onto the green floor causes the light to begin to pulsate. The walls also
Unfurled, the cloaker has a span of about eight feet. begin to pulse and shake with a dull, repetitive beat. No one knows what
Cloakers can attempt to enfurl their opponents during melee the members of the Black Brotherhood intended with this room, although
combat, while attacking. If the cloaker hits with its attempt to some have suggested it was used for dancing.
enfold a target, the victim is clasped in the cloaker’s manta-like Whatever the room was used for, the pulsing walls and rhythmic beat will
body (a saving throw allows the victim to escape). The victim is alert the harpies in room M23 that they have visitors. They will open the
allowed no further saving throws to escape, although it is possible inner door and add the shrieking enchantment of their voices to the din.
to attack the cloaker with a dagger from within its folds. The

M23 — Nest Room


cloaker can bite an enfolded opponent with a +4 bonus to hit.
Perhaps more dangerous than the cloaker’s ability to enfold
an opponent is its ability to moan, for the cloaker’s moaning is
dire indeed, causing a petrifying fear. Anyone hearing the moan A pair of harpies lair in this room. They have nests in the rafters, made
of a cloaker must make a saving throw or do one of two things of bones and twigs. The floor is covered with bits of their previous victims
(50% chance of each): either flee at top speed for 1d6 turns, or be and spattered with their foul droppings.
immobilized with fear for 1 turn. The harpies have been using the magical effects in room M22 as an
Finally, cloakers have the ability to manipulate darkness and alarm to let them know when fresh victims have come too close to their
shadows. They can cause darkness 15ft radius whenever desired, lair. When the pulsing and flashing are triggered in that room they will
and as long as shadows or darkness are present, they can create open their door and attempt to charm party members with their captivating
shadowy mirror images of themselves (as per the spell) once per song. These monsters are confident and will assume that their prey is
day (1d4 images). helpless. They will attack with great confidence. If they are wounded in
combat, the harpies may fly back to their nests and consume the potions
hidden there before rejoining a battle
The harpies have their treasure hidden in one of the nests. In addition to
M20 — Empty Food Bin an assortment of torn clothing, knives, three backpacks, a suit of leather
armor and several longswords, the harpies have 47gp, 277sp, 158cp and
five potions of cure serious wounds buried in a sack amidst the bones.
Ten giant rats lurk in this room, gathered around a very large rat hole.
They are hungry, and will try to bring down a single party member by Harpy: HD 3; AC 7[12]; Atk 2 talons (1d3) and weapon (1d6);
massing their attacks against him. If the battle goes against them, the rats Move 6 (Fly 18); Save 14; CL/XP 4/120; Special: Flight, siren-
will flee down the rat hole. song.
The hole is nine inches in diameter. It leads down on a winding path to
Dungeon One, room D1C (see below).

10 Giant Rats: HD 1d4hp; AC 7[12]; Atk 1 bite (1d3); Move 12;


M24 — Storage Room
Save 18; CL/XP A/5; Special: 5% are diseased. The harpies from room M23 use this room for storage and as a prison
where they keep captives they don’t want to eat right away. The treasure

M21 — Dungeon Two Entrance horde includes three gems worth 45sp, 27sp and 32sp, four rusty swords,
a gold whistle worth 4gp, a quiver of eight arrows +1, and a composite
longbow. These are all kept in a large, overturned barrel. There are also
Anyone who has survived the maze of perils leading to this room will four 50 foot lengths of rope which the harpies use to bind their victims,
find a chamber that is lit by torches that burn continuously with magical keeping them here until they are ready to torment and devour them.
fire, set into niches in the wall. The room smells strongly of incense due
to six incense burners set around the walls. A stairway leads down to
Dungeon Two, room D2A.
The incense burners are sitting on six foot-tall stands, with sticks of
M25 — The Ceremonial Hall
incense burning in each one. These are sticks of incense of ever burning, The Black Brotherhood used this section of hall to greet their guests and
enchanted to burn on command and remain smoldering, giving off a impress them with the order’s piety and wealth. The walls were painted
pungent spice scent until they are commanded to go out. with murals of brothers performing good deeds, such as feeding the poor,
A mural takes up the entire south wall. It depicts a country scene with and conducting solemn rituals for the people. These murals have faded
two men dueling with rapiers. If the mural is touched or disturbed in with time, leaving only outlines of figures that look slightly sinister.
any way the party will find themselves transported into the country scene. As soon as the party enters this section of corridor, they will be confronted
Both duelists will attack, fighting to the death and pursuing the party with an apparition. Six monks with cowls covering their faces come down
across the painted countryside if necessary. the corridor bearing a coffin on their shoulders. This procession comes
The instant that both duelists are slain the entire party will be returned from the furthest end of the corridor, depending on where the party enters.
to the room. The mural will now depict two slain duelists. If any party If approached or hindered in any way the phantom monks will drop the
members are killed in the fight they will be left behind, along with all of coffin and fall to the floor. Inspection will reveal empty black cloaks.

16
the black monastery
If the coffin is opened, the first person to look in will see a dead body and pentagram symbols of the Black Brotherhood.
exactly resembling him in every detail. This illusion will fade in only a There is an altar in the north section of this room, set upon a 2’ x 2’
moment, but the sight will turn a character’s hair permanently gray unless square dais of black granite. The altar is encrusted with dried blood.
he succeeds at a saving throw. If a character fails this saving throw there Squatting on either side of the altar are two small gargoyle figurines.
is also a 25% chance that the experience will age the character 1d10 years. The hilt of a dagger +4 protrudes from the back of the stone block. The
There is a secret door at the west end of this chamber, leading to the dagger is made of black steel, and can be removed by any character with a
Tower of Sacavious. This secret door is sealed with a wizard lock. It can strength of 13+ who rolls a 1 or 2 on a d6. Its hilt is decorated with a red
only be opened from the inside. There is another door at the other end of gem that gives off a bright flash when it strikes a deadly blow. No creature
the passage, similarly wizard locked and openable only from the inside. killed with this dagger may be raised from the dead with any power less
than a wish spell. No wound inflicted with this dagger may be magically
healed or regenerated.
M26 — Lounge Orc Lair The gargoyle figurines weigh 10 pounds. They are worth 25gp each, but
they will disappear within one week from the possession of anyone who
This room contains four chairs and a fireplace. At present, there are eight purchases them, reappearing in this room.
orcs relaxing in this room. They are part of a larger group in rooms M27 The party may note that the doorway into room M30 has been blocked
and M28. They will leap up if the party opens their door. They will also open. They may also note that a large red X has been chalked on the door
be quick to join any battle that takes place in M27 or M28. leading to room M32. The open door allows the goblins in M30 to keep a
These orcs have not been in this room long and they have not attempted watch on the chapel. The X on room M32 was scribed there by a previous
to light a fire. Hiding under the ashes in the fireplace is an enchanted adventuring party, whose wizard suspected a trap.
diamondback rattlesnake. If the snake is slain it will fall into dust, but the
diamonds on its back will remain. Each of the 13 diamonds is worth 10gp.
M30 — The Goblin Lair
8 Orcs: HD 1; HP 8, 7, 6, 5, 5, 4, 4, 3; AC 6[13]; Atk 1 scimitar
(1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None. A party of goblins has wandered into the Black Monastery to look for
plunder. They are lurking in this room. The goblins are very timid and
Rattlesnake: HD 1d6hp HP 6; AC 5[14]; Atk 1 bite (1hp + the orcs in rooms M26-M28 have them intimidated. The leaders of both
poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: Lethal parties have agreed to a truce that allows them to look for loot, but the
poison (+2 save). goblins are especially wary.
Although they entered room M29, the goblins did not dare to loot an

M27 — Second Orc Lounge


evil temple. They noticed the X chalked on the door to room M32 and
avoided opening it. Now, they are waiting for chance to bring them an
advantage over the orcs that will allow them to get away with as much
Nine orcs are lairing in this room. They are part of a larger raiding group loot as possible.
that is also located in rooms M26 and M28. They will leap up and attack There are 15 goblins guarding this room. When the party first enters this
when the party enters, calling for help from their comrades. room, a pair of goblins will be guarding the door. The other goblins will
One orc is carrying a potion of darkvision. The orcs have carried a chest be scurrying around a wooden chest in the center of the room. The goblins
into the room. The chest holds 38gp and 335sp. will attack any party of less than six people. They will try to pick up the
chest and escape if they are confronted with equal or greater numbers.
9 Orcs: HD 1; HP 8, 8, 7, 6, 5, 5, 4, 4, 3; AC 6[13]; Atk 1 scimitar The goblins are keeping the door to room M29 open so they can
(1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None. keep watch. They are unlikely to choose a battle with a heavily armed
adventuring party, but they will fight to the death once they are discovered
by the characters.
M28 — Orc Leader Lair This is a bare rock room with a 2.5’ diameter hole in the middle of the
floor. The hole extends straight down for 10 feet and then curves south for
A pair of orc chieftains are using this room as a lair. They are the leaders 40 feet before entering the wall of room D2U in Dungeon Two. Anyone
of the orcs in rooms M26 and M27. Their lair is comfortable, with its own who drops down this passage will slide and land with a plop on the dirt
fireplace, couches and chairs. Seven large packs are stacked against the floor of room D2U, possibly with disastrous results from the monsters
south wall, near the fireplace. lying dormant there. The goblins lowered one of their number down this
The large packs hold provisions. There are iron rations in them to sustain shaft when they first entered the room. He didn’t like the look of room
two dozen medium sized creatures for four weeks. One of the packs also D2U and had his companions haul him right back up.
has treasure hidden beneath the rations. The pack holds 123gp, 567sp, There are two closets in this room, in the northwest and southwest
1699cp and 5x50gp gems in addition to the food that covers this treasure. corners. The northwestern closet has a red pentagram carved on the
These two orc chieftains are used to squabbling among their soldiers. door. Anyone who enters the closet will be teleported to room D2Q in
They will wait several rounds before opening their door and joining any Dungeon Two. The southwest closet has a blue pentagram carved on the
battle in rooms M26 and M27. door. Anyone who enters this closet is teleported to the courtyard at area
These two chieftains know about the goblins lairing in room M30. M155. Both teleportation effects are two-way, but the goblins did not
They have decided to honor a truce that allows both groups to loot the figure this out. It is necessary to exit the closets and return in order to
monastery. There is plenty of time to settle matters with the goblins later. re-activate the teleportation effect. The goblins tried both of these doors
and ended up losing two warriors who did not return. They believe that
2 Orc Chieftains: HD 5; AC 3[16]; Atk 1 halberd (1d8+1); their companions were disintegrated and have been avoiding these doors.
Move 9; Save 12; CL/XP 5/240; Special: None. The goblin chest contains one beat-up silver ring that causes fear
(as the spell) whenever a hostile creature approaches within 10 feet.
Unfortunately, this fear spell also affects the wearer and any of his
M29 — Public Chapel companions within the spell’s range. There are 14 other pieces of cheap
ornamental jewelry in the chest. These ornamental pieces look real but
This large chamber was used by the Black Brotherhood for ceremonies are actually excellent fakes. Their value is 1-20sp each.
that might involve outsiders. Originally, it was dedicated to a God of
Light. Over time, as fewer visitors were foolish enough to risk the 15 Goblins: HD 1d6hp; HP 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 3, 3, 2, 2, 1;
Black Monastery’s evil gates, the chapel was converted to worship of the AC 6[13]; Atk 1 short sword (1d6) or short bow (1d6); Move 9;
brotherhood’s Dark God. The walls are painted black with red teardrop Save 18; AL C; CL/XP B/10; Special: -1 to hit in sunlight.

17
the black monastery

M31 — Sacavious’ Front Step


This chamber was the entrance hall for the wizard Sacavious. The
Gas Spore
wizard had magical guardians here to keep away intruders and protect Hit Dice: 1d4 hit points
both his status and his treasures. Those magical wards and guardians Armor Class: 9[10]
are long gone, save for the symbol of a teardrop and pentagram over the Attacks: 1 touch (disease)
doorway to the Tower of Sacavious and the wizard lock that holds the Saving Throw: 18
tower door closed. Special: Disease, explodes, attacks as 3HD monster
Five goblin chieftains are barricaded in this room. They are the leaders Move: 0 (fly 3)
of the fifteen warriors in room M30. They are keeping themselves safe Alignment: Neutral
here while their underlings figure out how to find enough treasure to justify Challenge Level/XP: 4/120
their expedition to the Black Monastery. They expect their warriors to die
protecting them and they will hesitate to join any battle in room M30 that The gas spore is a spherical, chitin-armored sac containing
sounds too dangerous. fungus spores, about five feet in diameter, with some moving
The five goblin chieftains are carrying 2d10gp, 4d6sp and 4d6 x10cp tendrils growing from the top of the sphere. The sac contains
each. One of them has a jeweled bracelet, worth 400gp, hidden inside his lighter-than-air gases which allow it to float in the air, and it can
leather armor. Another is carrying a jeweled shortsword +2/+3 versus move by expelling some of these gases in a form of jet-propulsion.
humans. In addition to their treasure the goblin leaders are sharing a large When it is near any warm-blooded creatures, it will move toward
keg of sour beer they found elsewhere and rolled here. them by instinct: these creatures are completely non-intelligent.
One of the chieftains has a pair of pet giant scorpions chained in this If a gas spore gets close enough to touch a living creature, it
room. The goblins’ plan is to release these creatures when it comes time will inject spores into the target with a successful to-hit roll. If the
to settle up with the orcs in rooms M26-M28. If a fight starts in room victim fails a saving throw, these spores will bloat and transform
M30, the first thing these goblins will do is unchain their pets and get the host into 1d6+1 new gas spores within 24 hours unless a
ready to defend themselves. The scorpions will attack any non-goblin cure disease spell is used to prevent this (rather disgusting)
they can reach. transformation.
Moreover, when a gas spore is killed (and it is designed by
2 Goblin Chiefs: HD 2; HP 14, 10; AC 5[14]; Atk 1 bite (2d4) or nature to burst easily), it explodes in a radius of 20ft, inflicting
weapon (1d10); Move 9; Save 16; AL C; CL/XP 2/30; Special: 6d6 points of damage in that area (half damage with a successful
None. saving throw). The body of anyone killed by the blast will also
begin transforming into new gas spores.
2 Giant Scorpions: HD 6; HP 30, 20; AC 3[16]; Atk 2 pincers
(1d10), sting (1d4 + poison); Move 12; Save 11; AL N; CL/XP
8/800; Special: Lethal poison sting. The altar is made of onyx. It is carved in the likeness of a three-
headed hound with malachite stones for eyes and teeth carved from
There is a statue in the north half of the room of a woman in flowing red fire coral. The altar emanates a very strong feeling of evil
robes, holding a goblet. If the scorpion is slain the goblet will fill with throughout the room. Touching the coral teeth burns for 1d4 points
two doses of a potion of heroism. There is a statue in the south half of of damage.
the room of a satyr. It has no magical powers. The door in the northwest Any person who touches the altar will have their alignment permanently
section of the room has a red pentagram with a huge red eye in its middle changed to Chaos. This will affect only one person per adventuring party
drawn on its inside face. and the rest of the party will be unaware of the change. The Referee might
allow this effect to be reversed by an atonement spell.
The altar is fixed to the floor. Attempts to move it will crack the base and
M32 — Chapel Annex eventually cause the altar to crumble into slag.

This was originally an annex to the chapel in room M29. It was trapped
to protect the treasures kept there. Members of the Black Brotherhood M34 — Abbot’s Sleeping Quarters
moved the treasure when it seemed likely their monastery might fall,
leaving a gas spore to float inside. Abbot Asmodeus was the leader of a large and wealthy order, and his
The door glows with magic under a detect magic spell. Long ago, an bedchamber reflects that wealth. The large bed is covered with now-
adventuring party chalked an X on the door as a warning when they suspected moldy satin sheets, the floors are covered with what is left of expensive
a trap. It has never been opened since. That is a good thing because the door carpets, and tatters of tapestries hang on the walls. There are three locked
explodes when opened, inflicting 2d6 damage on the opener. chests at the foot of the bed.
A gas spore floats in the middle of this room. The force from the The first chest contains a scroll lying on a red velvet cushion. The scroll
exploding door is likely to suck it out into room M29, where the gas spore reads “A brotherhood of darkness, of souls sold, yet in death we shall not
will look just like a menacing monster, inviting the party to attack it. grow old.” Abbot Asmodeus considered this his personal motto and liked
to keep it handy.
Gas Spore: HD 1d4hp; AC 9[10]; Atk 1 touch (disease); The second chest holds the last abbot’s heavily moldered ceremonial
Move 0 (fly 3); Save 18; AL N; CL/XP 4/120; Special: Causes garb. Although the robes and other items are decayed beyond use, it is
disease, explodes, attacks as 3HD monster possible to collect 100 10gp gems that were once part of the decorations
on the abbot’s evil raiment.
The third chest holds a black cloak. The cloak is enchanted to fly up
M33 — Abbot’s Chapel out of the chest when it is opened, looking like a giant bat. The bat cloak
flutters around the room for three rounds and then flies out of the room and
This was the abbot’s private mediation and worship chamber. The whole exits the monastery. If the door is shut when it activates, the cloak flutters
room is ornately decorated. The east, west and south walls are covered up to the rafters. It stays there until it can get out or until it is touched,
with tapestries depicting sacrifices, torture and similar deeds. There are when it falls inert.
five of these tapestries, each worth 100-400sp. Against the north wall is Inside the chest, under the cloak, is a smaller chest containing potions of
an altar with a three-step ivory base. The lowest step has a cushion for Growth and Heroism, and a set of a golden plate, cup and eating utensils
kneeling. worth 100gp.

18
the black monastery

M35 — Abbot’s Study


The first thing the party will notice on entering this room is a strong
Lobster-Giant
stench of death, which comes from the bodies of numerous large, dead Hit Dice: 10
rats lying all over the floor. There are several dozen dead rats in the Armor Class: 2[17]
room, all killed by some sort of animal that did not bother to consume its Attacks: 2 pincers (2d6)
prey, depositing them here instead. Anyone touching the dead rats risks Saving Throw: 5
contracting a disease (saving throw). Special: Grabs
One wall of Asmodeus’ study is dominated by a tall, thin bookshelf. Move: 9
There is also a desk, a padded chair a couch and a number of paintings Alignment: Chaotic
on the walls. The paintings are half dozen mundane works depicting Challenge Level/XP: 12/2,000
landscapes and people with sad faces. They are in poor condition and will
fall apart if moved. The Lobster-Giants are strange and rare creatures, living in
There are 27 books on the bookshelf. One of the books is a magical swamps and remote coastal shallows. They are not related either
Tome of the Spriggan. The first person who reads the book through gains to giants or to lobsters, save for the fact that they are indeed a
the ability to increase or decrease his size by 75% twice per day. The other bizarre form of intelligent (albeit somewhat stupid) crustaceans.
books are works on bizarre rituals and other unsavory practices. Although In addition to a pair of large pincers, lobster-giants have a ridge
they are revolting for a normal person to read, a demented collector might of smaller “arms” along the length of the underbelly, and these
pay as much as 50gp per tome for these books. The books are quite heavy, smaller limbs are coated with a paralytic poison.
averaging five pounds each, so carrying them might be a problem. Lobster-Giants attack with their two pincers, and if they succeed
At any point when all the characters in the room are quiet, they will hear in hitting an opponent with both pincers, they have also managed
a low drumbeat coming up through the floor from beneath the room. The to grab hold and hug the opponent to their chests, where the
sound emanates from deep below the ground. smaller limbs can scrabble through armor and scratch with the
The secret door in the south section of the room can only be found by poison. A victim who has been grabbed will suffer an additional
creatures of evil or Chaotic alignment, for it is powerfully warded. Just 2d6 attacks, and for of these that hits a saving throw is required
inside the secret door is a small pouch of dust of disappearance and a to avoid being paralyzed for 1d10 turns. A character is allowed to
blowgun. attempt breaking out of the giant’s pincer-grip each round, which
is done by rolling 4d6. If the resulting number is equal to or lower
than the character’s strength, the character has escaped.
M36 — Guard Summons
This room is guarded by an enchantment that summons lizardmen.
Anyone who is not a member of the Black Brotherhood walking into this M38 — The Place of Evil Signs
area will be suddenly confronted by five lizardmen, who immediately
attack. The bodies disappear when they are slain. This room was set aside for scribing and reading evil symbols. The
It is up to the Referee to determine if this effect happens more than Black Brotherhood considered this an important part of their worship of
once. Wherever the lizardmen are coming from certainly does not have the Dark God. The walls and floor are covered with what is left of the
an unlimited supply of warriors. The Referee might give the second batch many arcane symbols drawn here in charcoal and black wax. The first
of summoned warriors some nasty variation, like poisoned weapons, or a thing the party will notice upon entering this room is that the floor is wet
tendency to explode when they are slain. with a large puddle of water.
The room is occupied by the Lobster-Giant of Yulba, a hulking thing that
5 Lizardmen: HD 2+1; AC 5[14]; Atk 2 claws (1d3), 1 bite resembles a huge bipedal lobster.
(1d6); Move 6 (Swim 12); Save 16; CL/XP 2/30; Special:
Breathe underwater. The Lobster-Giant is the source of the large puddle of water covering
the floor. This beast is named Ergen-Tal and he has developed the ability
to speak in broken common…as broken as common must sound when
M37 — The Undead Acolytes spoken by a giant lobster man. Unlike most of his kind, Ergen-Tal has
ventured out of the swamps and now lives in the Black Monastery. He
This room is guarded by 24 skeletons wearing monk’s robes. Originally, has made a habit of eating his fellow denizens and looting the monastery
these skeletons were created to serve as an audience to ceremonies for treasure
conducted in room M29. They attended ceremonies and performed duties Ergen-Tal knows the nature of the skeletons in room M37. He crosses
as instructed. All of the skeletons were armed in case they were needed that room regularly without awakening his handy guards. At present, he is
to repel intruders. They were left here when the monks of the Black thinking about how many of the goblins in room M29 he might get away
Brotherhood were immolated with their monastery. with eating without having to fight too hard.
When the party enters, these skeletons will be standing around the edges Ergen-Tal may be willing to bargain for a character’s life if the treasure
of the room. They will attack if they are struck or tampered with, but will offered is high enough. His hunger is almost as great as his greed and he
not pursue farther than room M29. will never allow a party member to leave the room without paying with
There is a small chest in the southeast corner of this room. The chest treasure or with the character’s life. If the party runs away, Ergen-Tal will
holds 38x10gp gems. There is also a small bag inside the chest with seven squeeze his chitinous body through the door and pursue.
clay pellets inside. When thrown against a hard surface these pellets burst Ergen-Tal has accumulated a large horde of valuables. Piled in a corner
in a large puff of smoke that summons an animated skeleton. The skeleton of the room are 2,257cp, 653sp, 73gp, 13pp, 15 gems worth 30gp each,
will follow its summoner’s commands until it has completed one task or four jewels worth 600gp each, a longsword +1 with the ability to cast a
until it is destroyed. Once it has finished a task, or if it is struck down in locate object spell once per day, and a suit of chain mail +1.
combat, the skeleton’s bones scatter and disappear.
Lobster-Giant: HD 10; AC 2[17]; Atk 2 pincers (2d6); Move 9
24 Skeletons: HD 1; HP 8 each; AC 7[12]; Atk 1 short sword (swim 9); Save 5; AL C; CL/XP 12/2000; Special: Grab for 2d6
(1d6); Move 12; Save 17; CL/XP 1/15; Special: None. extra paralysis attacks when hitting with both pincers.

19
the black monastery

M39 — Conservatory M42 — Chamber of Initiation


Music is coming from inside this room. Listening from the outer hallway The door to this chamber is locked with a wizard lock spell. There is a
will identify the sounds of stringed instruments, but nothing more. small fire pit in the floor, filled with hundreds of tiny glowing red agates.
This room was used to instruct brothers in musical instruments. As the They look very similar to the eyes of a cimota, which are the only visible
order grew more and more twisted, they stopped using most ordinary part of that creature’s body. Directly above the fire pit, on the ceiling, is
instruments and switched to just drums with human skin. The stringed the teardrop and pentagram symbol of the Black Brotherhood, painted in
instruments were left here under the care of a pair of old brothers whose glowing, red paint.
phantoms still like to play them. This room was used as the end of the initiation ceremonies for the Black
A clavichord and a full-sized harp are set up near the eastern wall. Two Brotherhood. A new recruit would cast a red, glowing stone into this
ghostly figures, clad in hooded robes, sit on stools, playing the instruments. fire pit, symbolizing dedicating his soul to the order. The stones were
They take requests. enchanted to begin glowing when touched. Recruits were led to believe
An examination of the instruments will reveal that they are long decayed that their actual souls were now trapped within them and their very
and not actually able to play music. Attempting to carry these large and existence was at stake in obeying the abbot’s orders. They swore oaths to
heavy instruments out of the room will cause them to fall apart. the Dark God to take their souls if they disobeyed in any way.
Touching the phantoms or their instruments causes the two ghostly The agates hold a very simple enchantment that makes them permanently
monks to fade away. They will return a day later to play again in their glow with a brightness equivalent to red firefly. It is possible to put a
eternal concert. The destruction of their instruments will not stop these number of these coals in a jar and have a permanent red lamp. Taking
concerts, since the ghostly music emanates from the presence of the the stones may prove dangerous because there is still some link between
phantoms themselves. them and the cimota that haunt the monastery as after-images of evil.
The cimota bound to the Black Monastery can sense the presence of
these stones within 10 feet. Whenever practical, they will attack anyone
M40 — Empty Room carrying them in preference to other opponents.

This room is empty when the party finds it.


M43 — Empty Room
M41 — Scriptorium This room is empty when the party finds it.

The first thing the party will notice when entering this room is that two
dead orc warriors are lying just inside the door. These were members M44 — The Old Buttery
of the orc raiding party currently camped out in rooms M26-M28 (see
above). They triggered the magical defenses that are still guarding this This room was used to store butts (barrels used to hold food and drink).
room after centuries. Most of these barrels are long gone, except for three medium-sized barrels
This room was the exclusive preserve of the abbot and his inner sphere sitting on racks. One barrel is filled with vinegar, one with oil and the
of loyal monks. Anyone who enters this room who is not one of the other with wine. There is also an empty rack where it is obvious that
abbot’s eight Scribes of Iniquity will be struck with a magic missile spell another barrel stood until very recently. There are no taps, so the party will
(five bolts for 1d4+1 damage each) fired by the unique wards of this room. have to remove a lid or cut a barrel open to find out what it holds.
This magical trap is still active and will not wear out for another century. One of the racks is empty because the goblin chiefs in room M31 got their
There are worktables for eight scribes arranged in a circle facing inward. barrel of sour beer from this room and rolled it to their current hideout.
No matter what the party does in this room, eight days later these barrels
Each table has a high stool to sit on while working, and tops that open to
will re-appear in this room, filled again with their original contents. If the
reveal items stored inside. One of the worktables holds four pots of ink,
party happens to return, they may be puzzled to find that a barrel of beer
still sealed with wax. This is magical ink that can be used to scribe scrolls.
has been added to the three barrels they originally found.
There is 100gp worth of magical ink in each of the pots.
The walls are covered with over fifty small cupboards, but only eight
(a-h) contain anything other than dust and cobwebs:

a) This cupboard is locked, and the latch of the cupboard is trapped with a
M45 — Abbot’s Comfy Chair
needle that injects poison into anyone careless enough to touch it. The cupboard
This room is empty except for a large, red over-stuffed chair sitting
itself holds a scroll protected with an explosive runes spell (4d6 damage).
in the middle of the floor. The chair glows with magic under a detect
magic spell. Anyone who sits in it will be teleported to Dungeon One,
b) Three scrolls of spells, including animate dead, cause serious wounds room D1YY (see below). This creates a situation where the party is split
and darkness 15ft radius. between two locations and is placed in very difficult straits.
This chair originally sat in Abbot Asmodeus’ study in room M35 (see
c) This cupboard is trapped with a poisoned needle identical to the one in above). It was moved here some time ago by adventurers who were
cupboard (a). There is a decanter of endless water inside. experimenting with its teleportation powers. The chair is a part of the
enchantment of the entire Black Monastery; if it is damaged or destroyed
d) A cursed scroll. The reader makes all to-hit rolls and saving throws at it will re-appear in this room, completely repaired and functional, eight
-2 until he has a remove curse spell cast on him. days later.

e) Three bottles of wine, one of which is poisoned.

f) A disembodied head appears in the cupboard and yells for the door to
M46 — Rocking Chair
be closed. It disappears after yelling for one minute. A rocking chair sits in the center of this open area, with a small boy,
dressed in peasant clothing, rocking back and forth in it. The chair sits
g) A pair of sandals and a cape. on a small, round, thick and expensive rug, woven in a pattern of flames.
Thick smoke boils from an incense burner hanging from the ceiling.
h) A tin chalice. The boy is an image created by the cursed chair itself. If the boy is touched

20
the black monastery
or attacked he will scream once and run straight through the nearest wall. If of green-colored laughing gas is released. Anyone (including monsters)
the boy is not attacked he will sit in silence, rocking his chair. caught in this area will laugh uncontrollably for 3d6 turns.
Anyone sitting in the chair will fall into a deep coma-like sleep unless
he succeeds at a saving throw. For each minute the sleeper remains in
the chair, he loses one hit point (although a new saving throw is allowed M50 — Chamber of Wonder
each round, in the sleeper’s desperate struggle to awaken). If the sleeper
is pulled from the chair, the spell is immediately broken. Anyone who A small bronze plaque on the door is inscribed:
dies while sitting in the chair will take the place of the illusionary boy. If
the newly dead victim is touched by human skin, he will scream and run Chamber of wonder
through the nearest wall, disappearing with all of his equipment. Home of light
Place of darkness
Ruled by night
M47 — Sphere Game Trust your sword
Not your eyes
In the middle of the floor of this very plain-looking room there is a Lest doom be met
depression about eight inches deep and three feet in diameter. In the In smiling guise
depression there are five marble spheres about the size of apples. Four of As the last line is read, silently or aloud, a gong will sound from inside
the spheres are white and the fifth is black. the room and the door will swing open. Light will pour out of the room,
If the black sphere is touched or removed from the depression before any and anyone looking inside will see that the walls are covered with lamps.
of the white spheres are touched, a column of flame will ascend to the ceiling There is a small pedestal in the center of the room on which there sits a
from the indentation. This column will last for several seconds and then diamond of incredible brilliance. The diamond’s hundred facets reflect
disappear, along with all of the other spheres. In the depression, in place the light in thousands of dancing, colored rays that fill the room with
of the black sphere, will be a small black pellet. If this pellet is thrown or rainbows. Should any character touch the stone, three things happen
handled roughly it will explode. Any creature within a twenty-foot radius simultaneously:
will take 1d6 points of damage from the concussion and shrapnel. First, the lamps will be extinguished along with any other magical or
If a white sphere is touched or removed before the black sphere is mundane source of light. Second, the door will slam shut and lock. Third,
touched the depression will instantly fill with clear liquid and the other the diamond will begin to glow deep red, filling the room with menacing
spheres will disappear. This liquid is a potion of disfiguration. Anyone shadows and shapes. A very deep and slow voice will begin to speak:
who drinks it will have his charisma permanently reduced by 75%
(rounding down) and his face will become an ugly mass of scars. There Ye the seekers of plundered gold
are seven doses of the potion in the depression. Have broke the rest of slumber old
If two or more spheres are touched at the same time, the person touching For ye a stone is but the bait
them will gain one hit point and lose one point of intelligence. The lost And death shall be your purchased fate!
intelligence point will be regained if the victim leaves the monastery.
When the voice is finished speaking, the pedestal explodes, and in its
place stands a first-category demon of the vrock type, along with 1d4
M48 — Blood Fountain manes. After the vulture-like demon is slain, the diamond will remain as a
prize. If the person who struck the killing blow against the demon touches
In this room is a small fountain that bubbles with a dark red liquid the diamond, it will burst into thousands of dancing colored rays of light.
resembling blood. The liquid is also warm and thick, like fresh blood. An This effect lasts d4 rounds and can be used once per day.
inscription on the side of the fountain reads:
Vrock Demon: HD 8; HP 50; AC 1[18]; Atk 1 beak (1d6), 2
Boil the blood of death long past foreclaws (1d4), 2 rear claws (1d6); Move 12 (Fly 18); Save
The reaper’s scythe swings low and fast 8; AL C; CL/XP 9/1100; Special: Magic resistance (50%),
The blood shall take the reaper’s role darkness, immune to fire.
And you shall pay the deadly toll.
Manes Demon: HD 1; AC 5[14]; Atk 2 claws (1d2), 1 bite
As soon as the inscription is read the blood boils out of the fountain and (1d4); Move 5; Save 18; AL C; CL/XP 2/30; Special: Half
forms into the figure of a tall man, robed in black. The gaunt, skeletal damage from non-magic weapons.
features of this apparition are hidden within a hood. This figure of death
attacks anyone in the room with a long, black scythe. If this figure of
death is defeated it will melt back down into red liquid and flow back M51 — Refectory
into the fountain. This figure of death wields a scythe +3. The magical
weapon has a 50% chance of melting away with its wielder when he is Noises of dishes are heard from the kitchen (room M52). Chairs will
slain, and in the hands of anyone other than the figure of death, it has a 5% scoot back to accommodate the party when they enter. If anyone sits
chance of dissolving each time it kills an opponent. down, noises of people eating and talking in hushed voices will slowly
The Figure of Death is (perhaps obviously) a creature from a plane fill the room along with strong smells of meat and bread. A plate will
of existence beyond the material plane. It cannot be turned, for it is not appear in front of anyone who sits down, presenting them with a hearty
undead or demonic. meal. There is a 10% chance that the food is poisoned, and a 10% chance
that instead of wine there will be a cup filled with three doses of a random
Figure of Death: HD 10; AC 2[17]; Atk +3 scythe (3d6); minor potion. Plates full of food will occasionally appear and fly across
Move 15; Save 5; AL C; CL/XP 12/2000; Special: 80% magic the room at random party members. Chairs will scoot in and out from the
resistance, cannot be harmed by non-magical weapons. table. The largest chair, at the head of the table, belonged to the abbot.
Anyone who sits in this chair must succeed at a saving throw or stick to
the chair until released by a remove curse spell.
M49 — The Laughing Room
Some players may take the game too seriously, and this room is just M52 — Kitchen
for them. In the center of the room is a small pedestal on which sits an
emerald green vial. Should the vial be opened or broken a 10’ radius cloud An incredible racket of breaking dishes and banging pots can be heard

21
the black monastery
from this room even with the door closed. The noises stop as soon as
the door is opened, except for a muffled scream as a golden rat darts
across the floor and disappears. The noises resume as soon as the
door is shut.

M53 — Pantry
Sitting on a butcher block table in the middle of this room are a
hot apple pie and a pot roast done to perfection. Both are safe to eat
and very delicious except that as soon as anyone takes a bit of the
pie a large, corpulent woman, dressed in a cook’s hat and apron and
wielding a large rolling pin, appears and screams, “Get your slimy
little paws off my pie, you scum!” The crazed cook attacks with the
rolling pin gripped in two hands. She fights until slain, shouting
curses at the top of her lungs. She will pursue anyone who flees as
long as they remain in the monastery. She is not affected by spells or
magic weapons.

Crazed Cook-Thing: HD 7; AC 5[14]; Atk 1 rolling pin


(1d6); Move 5; Save 9; AL N; CL/XP 8/800; Special: Rolling
pin stuns for 1d4 rounds (saving throw allowed) with a
successful hit, completely immune to magic, including
magic weapons.

M54 — Floating Sphere


Three five foot diameter spheres float seven feet above the floor,
moving randomly around the room. The spheres burst if struck by
any slashing or piercing weapon, releasing their contents:

a) Three gems worth 5gp each and some sleeping gas that bursts in
a 10’ radius. Anyone in this radius is rendered unconscious for 1d4
turns, with no saving throw versus this effect.
b) Green slime bursts in a 10’ radius spray.
c) Two relatively weak ghosts burst from the sphere and attack with
pain-filled screams.

GREEN SLIME
Green slime isn’t technically a monster, just an extremely dangerous
hazard in underground tombs and other such places. Any metal or
organic substance it touches begins to turn to green slime (saving
throw). It can be killed with fire or extreme cold, and the transformation
process can be arrested by the use of a cure disease spell.

2 Ghosts: HD 4; AC 3[16]; Atk 1 touch (1d6); Move 9 (Fly


24); Save 13; CL/XP 6/400; Special: successful hit causes
fear (saving throw at -2 allowed) and opponent flees for
1d4 turns. 25% magic resistance, hit only by magic or
silver weapons.

M55 — Dying Man


The door to this room is made of a very dark, thick metal. Anyone
successfully listening at the door will hear sounds like someone is
dying in a very painful manner.
If the door is opened, the person who opens it sees a man squirming on
the floor, screaming in pain. The man holds a small dagger in his hand.
Just as the door opens, he plunges the dagger into his own heart and dies.
The dead man is wearing clothing that indicates he was probably a
shop keeper of some type. He has a small package of food and two
torches with him.
Anyone who takes the dagger, and any party members within 10
feet at the time this happens, will be teleported to Dungeon One, room
D1SS (see below). The giant scorpions in that room will immediately
attack. All that is needed to return to room M55 is for a character
holding the magic dagger to will himself to teleport back.
The dagger may be removed from this area but its teleportation

22
the black monastery
powers will only function between rooms M55 and D1SS, and only when render them illegible from the doorway. The floor is covered with dozens
it is in one of those two rooms. of beautiful, small purple flowers. There is a chest against the far wall.
The chest is empty and the inscriptions are gibberish but the flowers are
purple lotus petals that will spray their pollen on any creature that steps on
M56 — Big and Bog or near them. The pollen forms a gas cloud that puts anyone within a 5’
radius to sleep for 1d4 days. There is no saving throw versus this effect.
This room is a nesting area for two giant komodo dragons named Big
and Bog. Big is male. Bog is female. Big and Bog are very privacy
oriented and they will do their best to kill anyone so crass as to invade M63 — Chamber of the Hand
their space.
The only thing in this room is a six foot tall, carved stone hand. If any
2 Giant Komodo Dragons: HD 5; HP 25, 15; AC 4[15]; Atk 1 creature comes within five feet of the hand it will animate and try to grab
bite (2d6 + poison); Move 9; Save 12; AL N; CL/XP 7/600; the intruder. A saving throw is required to dodge the grasping hand.
Special: Poison bite. As soon as it succeeds in a grabbing attempt, the hand gives its victim
one sharp squeeze for 2d10 damage and then releases him. It will continue
to grasp at anyone who comes within five feet unless it is struck by a
M57 — Cloakroom transmute rock to mud spell or any cold-based spell. Either attack which
will render the hand dormant for eight hours.
There are cloaks of all sizes and colors hanging on the walls in this
room. Mixed in with them are a cloak of elvenkind and a cloak that is
infested with skin worms. These worms are much like rot grubs except M64 — Empty Room
that they like to eat skin. An infected person will die in 1d6 weeks unless
a cure disease is cast on him. There are 32 cloaks in the room. Except This room is empty when the party finds it.
for the two items mentioned above, all of the cloaks are dried and tattered
beyond use other than as tinder for starting fires.
Skin Worms: Once skin worms have come into contact with a living
body they proceed to devour the victim’s skin. Tracks leading out from
M65 — Empty Room
the infected areas clearly indicate the progress of the infection. Victims This room is empty. Anyone teleported from room 59 will appear here.
die in 1d6 weeks from shock and secondary infections. Victims are The unconsciousness effect from being teleported lasts 10 minutes.
allowed a saving throw each week to arrest the spread of the worms for
that week, after which the infection will take hold again unless another
save is made. It is possible to stave off death indefinitely with successive
saving throws, but a victim is eventually doomed without a cure disease
M66 — Book Pedastel
spell or some similar magical effect. In the middle of this room is a small stone pedestal. On the pedestal is
a large book, wrapped in white silk and tied with white rope. The book is

M58 — Snake Nest bound in white leather and there is no title on the cover. On the inside of
the front cover is written:

This room is guarded by a giant constrictor snake. There are 40gp in Eternal darkness here resides
the snake’s belly, along with the bones of a previous victim. This snake And evil calls this home
is linked with the Black Monastery. If slain, it will reappear in this room, The gods’ good light shall someday come
whole and waiting to attack, eight days later. Illuminate this tome.
And on that day, perhaps years hence,
Giant Constrictor: HD 6; HP 26; AC 5[14]; Atk 1 bite (1d3), Under daylight’s dome
1 constrict (2d4); Move 10; Save 11; AL N; CL/XP 7/600; Shall our secret be revealed
Special: Constrict And souls set free to roam.

M59 — Teleportation Room The rest of the book appears to be just blank paper. Words appear on its
pages only when exposed to direct sunlight. The book has two parts. The
first part tells how the book came to be in the monastery. A party of elves
Anyone who enters this room must succeed at a saving throw or be came to the monastery seeking a dark secret they believed to be hidden there.
rendered unconscious and teleported to room M65. The elves found the secret but were all trapped or lost in the monastery. The
last page was written by the last, surviving elf, just before he died.

M60 — Dark Room


The second part tells the secret of how to make a special ring of
invisibility. This version of the ring renders the wearer invisible even
when attacking. The only drawback is that the ring does not render
When the door is opened, the party will see that the entire room up to the clothing or equipment invisible. The only way to be totally unseen is to
doorway is filled with a darkness spell. Anyone who enters the room will be naked, which may complicate most adventuring situations. This detail
find that it is empty, except that a hand will slap his face every few rounds is not included in the instructions. The ring costs 2,500gp to construct,
and a woman’s voice will cry out, “Oh, you brute!” and its powers fade after six months.

M61 — Empty Room M67 — Room of Desiccation


This room is empty when the party finds it. The door to this room is locked and will not open at all. If the door is
broken or burned open it will explode, doing 3d6 points of concussion
and splinter damage to anyone within 15 feet. A saving throw reduces the
M62 — Purple Lotus Room damage by half.
The room beyond is very large. There are desiccated human bodies
There are carved inscriptions on the far wall but dust and cobwebs will lying in the room, arranged in a circle around the middle. A very large

23
the black monastery
amount of dust and cobwebs covers the room. Nailed to the skull of one If the wardrobe is opened the moths will flutter out, blinding anyone in
of the bodies is a note: the room. The moths will fill the room for 2d4 rounds and then settle on
the ceiling. The moths will flutter about the room for another 2d4 rounds
Death pursues the foolish every time they are disturbed. The third and subsequent time they are
Or the foolish pursue death. disturbed the moths will swarm onto any creatures in the room, eating one
We the foolish would like to thank article of clothing on each target. The moths can be burned away by fire
The Brotherhood for their hospitality. spells. They will not pursue out of this room.
In the bottom of the wardrobe, covered by a pile of dried moth carcasses,
is a small gold locket worth 2gp.
M68 — Orc Drunkard
An orc lies unconscious on the floor. Next to him is a half-full wine skin M72 — Apple Tree
of the drunkard. The wine skin will stay half full regardless of how much
wine is poured out. The skin will produce wine of very high quality fast In the middle of this room is a small, golden tree in a large pot. The tree
enough to fill a small barrel in about 36 hours. bears quite normal and edible apples. At the base of the tree is a small
When the party enters the room, the orc is blind drunk. He will awaken metal plaque that is an epitaph for Sindara, an elf who died in the Black
in eight hours, with a large hangover and a great hankering to find his Monastery. Sindara’s body is buried in the pot beneath the tree. If the
magical wine skin. At the Referee’s discretion, if the party lets this orc party unearths Sindara’s bones they will discovered a gold ring interred
live it is very likely that he will turn up some time later with a large group with them. This ring will not fit on any finger other than that of a Magic-
of fellow orc warriors, intent on recovering this valuable magic item. User or an elf. The ring allows the wearer to cast a hold portal on any
object or door two times per day.
Orc: HD 1; HP 3; AC 6[13]; Atk 1 spear (1d6); Move 9; Save
17; AL C; CL/XP 1/15; Special: None.
M73 — Praying Knights in Armor
M69 — Red Tapestry Room The first character through this door will see the backs of two figures
wearing full plate armor. The figures are on their knees and appear to be
A large, deep red tapestry adorns the wall opposite the door. In the praying before a large, wooden holy symbol. If either of the figures is
center of the tapestry is an embroidered black skull with flames coming approached within five feet the holy symbol will invert itself and burst
out of its eye sockets. The teardrop and pentagram symbol of the Black into flames. The figures will whirl and attack with two-handed swords
Brotherhood floats in the flames. This tapestry is worth 500gp. It weighs until stuck down.
35 pounds when it has been rolled up for carrying. Eight days after it has The kneeling figures are soul knights. A soul knight is a suit of armor
been removed from this room this tapestry will disappear from wherever animated by the lingering soul of an evil knight, cursed to undeath as
it has been taken and reappear on the wall here. punishment for having committed betrayal, murder or other crimes. The
evil spirit continues to inhabit its old armor, repeating the deeds that

M70 — Almost Empty Room brought about the living knight’s ruin. One of these soul knights was
Gareth the Reaper, an adventurer who turned upon his comrades while
adventuring in the Black Monastery out of greed and spite. Gareth himself
This room is empty except for a few bones piled in its southwest corner. was slain before he could escape the monastery’s halls and has remained
Sitting atop the bones is a ruby worth 50gp. This gem is placed so that to haunt this room ever since.
anyone looking into the room will surely see it. Gareth kept the treasure that drove him to betray his comrades hidden
In order to notice anything amiss in this room, a party member must under his breastplate. When his soul knight remnant is struck down, 15 x
state that he is examining the door. When this occurs, the Referee should 50gp and 2x500gp gems will spill from a leather pouch still hidden there,
roll for a 50% chance; failure means the party member notices nothing scattering around the armor as it crashes to the floor.
suspicious. Gareth’s armor is still otherwise a serviceable suit of plate mail. Gareth’s
When a party member goes in to look at the ruby, the Referee should
state, “The door starts closing behind you.” Most likely, another party
member will state that he is holding the door open. That is when the
danger should strike.
The danger is not inside the room, but in front of it. The door is actually Soul Knight
a mimic, pretending to be a door. This monster’s goal is to lure victims
Hit Dice: 7
inside the room and trap them there. It does not use its adhesive power
Armor Class: 0[19]
until a party member is holding it open and at least one other is inside
Attacks: by weapon (1d10)
the room. Then this creature will exude its adhesive slime, reveal its true
Saving Throw: 9
nature and attack. At least one party member will likely be stuck to the
Special: fear aura
mimic with his shield or sword arm. Another will be cut off until the
Move: 9
mimic has time to deal with him.
Alignment: Chaotic
In addition to the large ruby among the bones, there are also 11pp,
Challenge Level/XP: 8/800
127gp, 32sp, 554cp and a set of leather armor +1 hidden there. These
treasures belonged to the mimic’s previous victims.
A soul knight is a suit of armor animated by the lingering soul
of an evil knight, cursed to undeath as punishment for having
Mimic: HD 7; HP 28; AC 6[13]; Atk 1 smash (2d6); Move 2;
committed betrayal, murder or other crimes. The evil spirit
Save 9; CL/XP 8/800; Special: Mimicry, glue.
continues to inhabit its old armor, repeating the deeds that brought
about the living knight’s ruin.
M71 — Wardrobe The appearance of a soul knight causes fear, although it is not
as strong as the fear induced by most supernaturally induced fear.
Viewing a soul knight has the same potential effect as that of a fear
This room is pretty much empty except for a wardrobe against the north spell, but the saving throw is made at +2.
wall and a small carpet on the floor. The carpet is rotted and worthless.
The wardrobe holds several thousand very small moths.

24
the black monastery
sword is marked with his name near the base of its blade. There is a
2 in 6 chance for one of the characters to happen to know that Gareth
the Reaper was a well-known adventurer who vanished a century ago,
around the time of another appearance of the Black Monastery.
The second soul knight is more ancient, and has no name.

2 Soul Knights: HD 7; HP 30, 25; AC 0[19]; Atk 1 two-


handed sword (1d10); Move 9; Save 9; CL/XP 8/800;
Special: aura of fear.

M74 — Mirror of Madness


On the wall across from the door in this room is a mirror, about five
feet square. In the mirror a face is furiously shouting to be released.
If the mirror is broken a human face appears in the shards of glass and
laughs with mad intensity for three rounds before disappearing.

M75 — Flaming Pit of Frogs


A fire pit in the center of this room emanates a weird, red glow.
Anyone who touches or tampers with the fire pit will be attacked by
two giant frogs of flame that come leaping out of the pit. Unlike other
giant frogs, these two creatures have tongues of green flame that leap
out to scorch their targets with fire damage as a melee attack. The
frogs disappear if slain. They also disappear if they are victorious,
taking any swallowed opponents along with them.

Giant Frog (large): HD 3; AC 7[12]; Atk tongue (1d6)


followed by bite (1d8); Move 3 (or 100ft leap); Save 14;
AL N; CL/XP 4/120; Special: Leap, swallow whole, flaming
tongue (+1d6 damage as shown in stats)

M76 — Washroom
This room is strewn with garbage. There is an old, rusty washtub,
half full of water, sitting against the far wall. A small model of a
merchant vessel, made with excellent skill, floats in the tub.
If the model ship is removed from the tub, or if remove curse is cast
on it, the ship will return to its original 85’ length. The ship will be
destroyed in a wrenching scream of wood and nails that blasts out
of the room and into the hallway outside. Anyone in the room when
this happens will suffer 10d10 damage from crushing and goring
unless they succeed on a saving throw for half damage. Anyone in
the hallway, within 20 feet of the door when the ship explodes out of
it must will take 5d10 damage from flying nails and splinters unless
they succeed on a saving throw for half damage.
There is a chest in the wreckage of the ship. It requires 1d6 turns to find
it amidst the shattered spars, planks and rigging. The chest holds 1577gp,
all stamped with the emblems of a maritime kingdom near to the campaign
setting, but at least five centuries old. At the Referee’s discretion, the coins
might actually be worth more than their monetary value to a collector.

M77 — Sitting Room


Alphonz J. Shagnasty, a hezrou demon, lairs in this room. When the
party enters Alphonz will be sitting at a table, sipping from a glass of
brandy. Alphonz is not as classless as most demons, but his hospitality
does not extend to adventurers. He will try to render intruders down
into nice sacks of blood.
The party member who strikes the killing blow on Alphonz will be
rewarded with a glass of fine brandy that appears in his hand, along
with a wooden box holding a bottle that contains the rest of the brandy.
The brandy is worth 300gp.
Alphonz has some nice furniture in the room, somewhat strained by
having to hold his demonic bulk. The table, chairs, cabinet and other
odd pieces in the room will be smashed when the party provokes a

25
the black monastery
fight with this enormous beast. In amongst the wrecked furniture there is party opens the door. He is hiding behind a pile of broken furniture,
a jeweled, platinum and crystal monocle worth 750gp. The book Alphonz waiting for the other orcs he believes are pursuing him. He will leap
was reading might also survive the fight. It is Glahm and Strengbold’s out with a yell and attack the party to keep them from getting his prized
Manual of Curses for all Occasions. The book has no magical powers weapon.
but it is an interesting read and might sell for as much as 35gp. This large Bolgora is wielding a longsword that glows blue with magical power.
tome weighs 10 pounds. He found it several days ago in the Black Monastery, while leading a
small raiding party of fellow elite warriors. Bolgora believes that he has
Second-Category (Hezrou) Demon: HD 9; AC 0[19]; Atk 2 acquired some sort of legendary blade that will scythe down his enemies
claws (1d3), 1 bite (2d8); Move 9 (Fly 14); Save 6; CL/XP and make him a hero of his race. He also believes that other orcs are
11/1700; Special: Magic resistance 50%, demonic magical looking for him because they envy him for his weapon and want to take it.
powers. His orc warrior companions had to die because they could not be trusted.
Now, he will protect the weapon with his life.
In fact, Bolgora’s magical blade has only one power. It is the power to
M78 — Discus Thrower glow vivid blue, like a band of blue flame. It is double to brightness of an
ordinary magical sword…and it is blue! It has no other bonuses or hidden
In the center of this room stands a nine foot-tall statue of an Olympic powers to grant.
discus thrower. The statue is beautifully sculpted but it is far too heavy At the Referee’s discretion, it is possible that other elite orc warriors are
to move. If any character enters the room there is a 75% chance that the indeed looking for Bolgora and want to take his magical blade. A force
statue will animate long enough to throw the discus at him at +10 to hit.. of these warriors may turn up after the party has slain Bolgora. When
The discus does 5d8 damage. they find the sword gone, they will search for whoever might have taken
If the statue does not throw the discus, there is a 10% chance it will it. Since it is likely that a party member will assume that the blade has
explode, doing 10d8 damage to anyone in the room unless they succeed powers that have not yet manifested, the party will probably have the
on a saving throw for half damage. If both percentage chances fail, the blade with them whenever the orc raiders catch up to them.
statue remains inanimate until the party leaves and re-enters the room, or
some other creature enters. Bolgora, Orc Chieftain: HD 5; HP 24; AC 3[16]; Atk 1
longsword (1d8); Move 9; Save 12; CL/XP 5/240; Special:
None.
M79 — Black Cage Match
This room is all black, with a single torch mounted on the far wall. M82 — Conrad the Righteous
Anyone who enters the room will feel a vague sense of unease…a feeling
of malice that seems to emanate from the room itself. This feeling grows, A young man is sitting in a corner of this room. He is praying with
as if the room itself were growing in evil power. a holy symbol clutched with both hands, pressed against his forehead.
After four rounds an iron portcullis will slam down in the doorway, He calls himself Conrad the Righteous. Conrad is a local hedge priest
blocking all escape. The portcullis is made of unbreakable metal that who has begun to attract a small following. He is a religious fanatic who
cannot even be bent regardless of strength. A cloaked, hooded figure is known for his powerful condemnations of anyone who disagrees with
will appear in the room. This figure is nine feet tall with only glowing him. He started as a local madman who could amaze simple people with
green eyes visible within its hood. The figure will ask if anyone cares minor spells. He believes himself to be a rising man of destiny, although
to duel. he is somewhat vague about his actual doctrine and goals.
If a character accepts the challenge to a duel, all of that character’s Conrad has come to the Black Monastery on a quest. “I have come to
clothing and equipment will disappear, leaving him clad in a jester’s cleanse this abode of evil.” He believes that he will claim the monastery
outfit, with a small rattle in one hand. A black sword (or other suitable as a new home for the religious order he intends to found. A few of his
weapon of the Referee’s choice) will appear at the character’s feet. If the followers came to the monastery with him but only Conrad has survived
character who has accepted the challenge picks up the weapon at his feet – mostly due to his superior running skills.
the figure will disappear and the portcullis will open. If the character does A few hours ago, Conrad wandered into room 88, where he was shocked
not pick up the weapon it will leap up at him, striking at +10 to hit until to meet a demon that he now considers his arch nemesis. He attacked
it has inflicted six hit points of damage. Once it has inflicted six points of the demon in righteous fury, but fled after one round when he realized
damage, the weapon will drop to the floor again. his battle was hopeless. Now, he believes that the monster can only be
Attacks launched against the figure by other party members will pass defeated by righteous, non-violent action.
straight through without harm or even any feeling of impact. The figure Conrad will point to the wall of room 88. “There is a horrid creature of
is entirely illusionary. the nether realms next door and you must get it to leave. But, you must
In either case the figure vanishes and the portcullis opens. All of the not harm it.”
character’s lost equipment appears at his feet. The jester’s outfit is of high Conrad offers to pay the party for their services by casting either a cure
quality and might fetch 20gp if sold to the right buyer. serious wounds, remove curse or cure disease spell on a party member,
but only if they manage to fulfill his quest without violence. He only has

M80 — Magical Spheres


a remove curse spell actually prepared but he will offer to pray, meditate
and carry on for as long as it takes to prepare one of the other two.
Although Conrad is quite insane, he bears the party no initial ill will. If
Two spheres, about three feet in diameter, are floating about six feet off asked, he will agree to accompany the party. He will assume that he is
the floor in this room. One of the spheres is blue and the other is white. the leader and will offer advice, give orders and talk about his great and
If the two spheres are touched at the same time by the same person, that righteous powers every chance he gets. If the party attacks Conrad he will
person will permanently gain one hit point. Unfortunately, one random attempt to destroy them all, but only for one round. Then he will flee off
slashing or piercing weapon on the character will simultaneously turn to into the darkness of the monastery corridors. Conrad may encounter the
lead, doubling its weight, permanently canceling any magical powers and party again at the Referee’s discretion.
rendering the weapon useless.
Conrad the Righteous (Clr8): HD 8d6; HP 30; AC 3[16]; Atk 1
mace (1d6); Move 9; Save 8; AL L; CL/XP 9/1,100; Special:
M81 — Orc Chieftan’s Sitting Room Spells
Spells (2/2/2/2/2)
Bolgora, a powerful orc chieftain, is crouching in this room when the Level 1: Cure light wounds, protection from evil

26
the black monastery
Level 2: Find traps, hold person crushed in by heavy stones, collapsing the roof and leaving only a small
Level 3: Cure disease, remove curse clearance to scramble through. This damage is a permanent part of the Black
Level 4: Cure serious wounds, neutralize poison Monastery’s structure and will always be there when the building manifests
Treasure: 25gp in belt pouch itself on this plane. It is possible to climb out onto the roof from this room.
A small statue of an incredibly ugly woman stands in the low clearance
area, amidst a puddle of rain water dripping in from the broken room.
M83 — Mug Room The statue emits emotions of fear and revulsion to any who hold or look
at it. There are no game penalties for these feelings, but the statue will be
There is a magical tin mug of fine ale lying on its side on the floor of this a very uncomfortable object to keep around. (A paladin wouldn’t notice
room. Whenever this mug is tipped over and then held upright it will fill with any feelings at all!) The statue weighs only two pounds and might sell to
fine ale. The ale is very intoxicating and will render a character that drinks a a collector for as much as 100gp.
full cup of its contents -2 to all attacks for one hour, but +3 to damage during

M86 — Partitions
that time. For each subsequent full cup consumed the drinker loses another
cumulative -1 to hit (but not another +3 to damage). The ale is delicious, and
the imbiber will not notice the effects until he has taken three or four drinks.
The Referee decides when the character starts to feel the effects. There are two sets of stone partitions in this room. When a person steps
between the northernmost pair of partitions they will slam together inflicting
2d6 damage before opening again. If a second person of the same party
M84 — Dark Puddle steps between the same partition walls a bag of 40gp will appear at his feet.
All subsequent tests of these two partitions will result in damage but no
A puddle of dark liquid fills this area. It is cold and viscous to the touch, further rewards. The other pair of partitions is entirely mundane.
but otherwise has no magical properties. If any party member touches
the puddle, three mist men will rise out of it and attack. Their main target
will be the offending character, but anyone who gets in their way is also M87 — Ambush!
a valid target.
When the mist men are slain, they sink back down into the puddle. Three human bandits wait around the corner here. They will attempt to
Where each mist man was slain there will be a black gemstone worth ambush the party.
100gp. The gemstones will glow with abjuration magic under a detect These bandits usually make a living as horse thieves but looting the Black
magic spell. They are linked to the mist men and to this chamber of the Monastery proved too tempting to them. They are experienced highwaymen
Black Monastery. who are accustomed to robbing people who are much weaker.
Eight days after the mist men are slain, they will return to wherever The bandits aren’t really willing to face any of the monsters in the
their gemstones are at the moment. They will attempt to slay anyone who monastery but they have been preying upon other groups of looters. When
has the stones. After the mist men have attacked and been slain again, or not enough looters came back out the front gates, these bandits ventured
if they slay their target and survive, the gemstones will disappear from inside to look for them. They will have no idea that the party is extremely
wherever they are and reappear in are M84 in the Black Monastery. dangerous until it is too late.
If the party has sold these gemstones to someone else in the interim, The bandits will confront the party, demanding that they lay down their
there may be complications for the characters. They may be blamed for weapons. Two of the bandits will cover the party with heavy crossbows
a causing a magical death, or even accused of murder. The details are at while the third points his longsword at them as he speaks. They want any
the Referee’s discretion. coins, gems or jewelry the party might have found lying about. They will
run as soon as they realize their mistake.
3 Mist Men: HD 4; HP 30, 18, 15; AC 3[16]; Atk 1 fist (2d6); At the Referee’s discretion, there might be more bandits lurking behind
Move (fly 18); Save 13; AL C; CL/XP 5/240; Special: Mist these three, or crouching in the shadows somewhere behind the party.
Exhalation (save or blinded 1d4+1 rounds). These cohorts will leap to aid their fellow robbers.

3 Bandits (Ftr5): HD 5; HP 30, 15, 15; AC 3[16]; Atk 1 longsword


(1d8) or longbow (1d6); Move 9; Save 10; AL C; CL/XP 5/240;
Mist Men Special: None.
Hit Dice: 4
Armor Class: 3[16] Treasure: Each bandit carries a 100gp gem and 200gp.
Attacks: 1 Fist (2d6)
Saving Throw: 13
Special: Exhale mist M88 — Summoning Room
Move: (Fly 18)
Alignment: Chaotic This room is the lair of a vrock demon. This is the beast referred to
Challenge Level/XP: 5/240 by Conrad, the young man in room M82 (see above). In order to have a
spell cast upon them by Conrad, as agreed, the party must not harm this
Mist men are humanlike forms summoned from some other plane creature. If the party simply asks the creature to leave without attacking
of existence or dimension, often stored in small containers until it, the demon will walk out the door and vanish (see below). Otherwise,
they are freed to take their full shape when the container is opened. the party is in for a fight and Conrad will not grant the agreed upon spell.
Once every four rounds, a mist man can breathe out a heavy cloud The demon is guarding a room that is covered in magical circles and
of choking mist in a 15 foot cone. Anyone caught in the cone must arcane symbols. These symbols were drawn by members of the Black
make a saving throw or be blinded by the noxious fumes for 1d4+1 Brotherhood as part of the summoning rituals they used in their daily
rounds. The mist persists in an area for 1 full turn. activities. A part of the enchantment on this room is that summoned
creatures cannot leave it without permission.
The vrock was summoned by Commodious, a mid-level member of
the Black Brotherhood who was working far beyond his proper level
of skill. Commodious used a summoning scroll, intending to send the
M85 — Collapsed Ceiling demon to attack the forces besieging the monastery. Instead, he botched
the summoning spell and was torn apart and consumed by his would-be
The ceiling is only 5’ high in this room. Sections of the roof have been outsider servant. The vrock has been waiting here ever since, devouring

27
the black monastery
anyone who comes into the room and trying to escape. excitement. The two are currently playing out the lascivious intentions of
If the party gives the demon permission to leave the room, it will repay the Black Brotherhood members who enchanted this room. Constancia
its debt to them by vomiting out Commodious’ treasure and magical items picked up one of the items on the dressing table and was magically
before it goes. These items include a mace +2, scrolls of cure serious compelled to act out a role in a bawdy play that was popular five centuries
wounds and neutralize poison, 5x25gp gems, 165gp and a 25gp silver ago. Ramone isn’t sure what happened to him and he has no idea what
unholy symbol bearing the tear and pentagram emblem of the Black happened to his clothing, armor and weapons. He also doesn’t know
Brotherhood. where he got the dagger he used against the party or where he was hiding
it before he attacked them. Most likely, the same enchantment ensnared
Vrock Demon: HD 8; AC 1[18]; Atk 1 beak (1d6), 2 foreclaws them both and the mystery of the hidden dagger is best left unsolved.
(1d4), 2 rear claws (1d6); Move 12 (Fly 18); Save 8; CL/XP 9/1100; Ramone and Constancia can be saved if the party either casts a remove curse
Special: Magic resistance (50%), darkness, immune to fire. spell on them or subdues and ties them up for 10 minutes. After that time the
curse will expire and they will return to their senses; a bit puzzled about what
happened to them. The pair will want no further adventures and (as soon as
Ramone finds something to put on) they will ask the party to help them escape
Demon-Wolf of Braazz the monastery. There will be a 1000gp reward for this action, paid to the party
one month after they return from the Black Monastery.
Hit Dice: 5 It is likely, of course, that the party will kill Ramone and Constancia
Armor Class: 1[18] when they attack. There should be no alignment violation or other divine
Attacks: 1 bite (1d10) penalty if the party makes this choice. It’s just another tragedy that can be
Saving Throw: 12 ascribed to this cursed place.
Special: Blink, invisibility, charm, magic weapon required Constancia is wearing pieces of jewelry valued at 150gp, 250gp, 300gp
to hit and 500gp. The 300gp jewelry is a pendant with the letter “C” inscribed
Move: 15 on it. This piece is well known to any jeweler in the area since Constancia
Alignment: Chaotic is a patron of many of them. At the Referee’s discretion, the jewelers
Challenge Level/XP: 8/800 might report this matter to the authorities, presenting the party members
with awkward questions and a difficult situation.
The demon-wolves of Braazz are creatures from another plane of The furniture in the room includes a canopied bed, a lady’s dressing
existence than can be summoned forth by use of forbidden tomes table, a padded chair, a couch and a wardrobe. The wardrobe is empty.
and sorcerous rituals. In their normal shape, they resemble grey- Under the bed there is a small chest with a silver dagger (250gp) and a
skinned demons with hideous wolf-like faces and the legs and tail pearl necklace (400gp). There are five empty crystal decanters on the
of a wolf (the rest of the body being gaunt but human). They are dressing table worth 25gp each. There is a crystal mirror and a crystal
also, however, shape-changers, and can take on the appearance of comb worth 35gp each.
wolves with twisted human faces.
The Wolves of Braazz can only be hit by a magic weapon, although 2 Enchanted Aristocrats (Ftr4): HD 4; HP 18, 16; AC 10[9]; Atk
they do not have any magic resistance to spells. They have certain other Ramone has 1 dagger (1d4), Constancia is unarmed 1 fist
supernatural abilities as well: they can blink once per day (teleporting (1d2); Move 12; Save 13; CL/XP 4/120; Special: None.
to a random location within 30ft, usually just after attacking or after

M91 — Study
becoming invisible), they can turn invisible three times per day at will,
and they can charm any creature meeting their gaze (although they
can maintain this charm over only one creature at a time).
This room resembles a den or study. There is a fireplace in the north
wall with real logs ablaze in it. There are several bookshelves and a large,
high-backed chair that faces away from the door. From the door it is not
M89 — Magic Mirror possible to see the large skeleton in a dinner jacket that is sitting in it.
Stopping to look around the room before entering will allow the
characters to notice the smoke from the skeleton’s pipe. If the skeleton
The entire north wall of this room is covered with a dangerous magical
is disturbed in any way it will call for its “butler.” The butler is a zombie
mirror. Anyone looking at the mirror (up to a maximum of 13 creatures) will
that appears next to the chair and attacks. The skeleton will disappear if
be drawn inside it unless they succeed at a saving throw. After the first party
struck or touched.
member enters the room, sees his reflection, and is drawn into the mirror (or
The bookshelves are empty except for a few scraps of parchment. The
makes his save), others have a 50% chance to avoid accidentally glancing
other furniture in the room, including the high-backed chair, will prove to
into the mirror.
be old and decayed beyond use.
Any reasonable plan to shatter the mirror will work. Shattering the
An examination of the dead zombie will reveal that this particular
mirror will release everyone trapped inside, including a couple of
undead monster has not been dead for long. It is the body of Sir Ralph
creatures that are not party members. One is the body of a long-dead
Halifax, a young knight who went missing some weeks ago. Sir Ralph’s
warrior wearing chainmail +2 and holding a masterwork bastard sword
family will not be grateful to hear of his fate, but they will reward the
(the warrior is not animated, simply dead). The other is a demon-wolf
party if they bring his body home for proper burial.
of Braazz that has been trapped for over a century and is half-insane with
rage; it will immediately take its anger out on the party.
Zombie: HD 2; AC 8[11]; Atk 1 strike (1d8); Move 6; Save 16;
AL N; CL/XP 2/30; Special: Immune to sleep and charm.

M90 — The Bawdy Playroom


M92 — Art Room
My goodness! What kind of indecency is this? This room is decorated
as a lady’s dressing room, complete with a lady. The woman is under On the west wall of this room is a large canvas. At the bottom of the
attack by a nude man and is screaming for help. If anyone interferes, both canvas is a tray with brushes and paints. If anything is painted on the
the lady and the man will brandish daggers and attack. canvas it will become real. (It is not possible to paint magical powers,
These people are local nobles who are under an enchantment. They so any magic items painted on the canvas will be of high quality, but
are Constancia and Ramone, a noblewoman and her infamous, rakish otherwise mundane.) Objects will appear the same size as they are
paramour who were drawn to the Black Monastery to look for treasure and painted. The canvas can only be used once. It is 7’x 5’ in size.

28
the black monastery

it from his armored hand, awaiting another hero worthy to wield it. If it
M93 — Witch’s Cauldron should become relevant, the paladin’s name was Sir Edgar of Mount Joy,
and the sword’s name is “Logos, Word of Justice.”
An old lady, wearing a black cloak, stirs a cauldron full of boiling liquid.
She will offer a bowl full of the stuff to anyone who wants some. Anyone
who eats this brew will grow to twice their normal size. Equipment and M95 — Secret Jar Room
armor also grows to match. This effect will last for 1d4 days. During that
time the character will have the strength of a giant (+4 to hit, +6 damage). This secret door is hard to detect; it cannot be spotted merely by passing by
Unfortunately, the old lady will only give four doses for free. If the party (as per elves), but must be specifically searched for. The door is locked, and the
wants any more than that they must sacrifice the life of one character to pay lock is trapped with two poisoned needles that inject anyone who touches it.
for two doses. If the lady is attacked, both she and her cauldron will vanish. Inside the room is a clay vessel studded with gems and bound with gold
bands. The vessel has a value of at least 8,000gp. It is the jar that the
lich Sacavious used to hold most of desiccated internal organs as part of
M94 — Casket the necromantic rituals that were intended to turn him into a lich. These
organs are still inside the jar, mummified into hunks of grey, leathery flesh.
This room is mostly empty. A small casket (approximately four feet Although damaging these discarded organs will not harm Sacavious, it
long) sits in the middle of the room. Inside the casket is a longsword, will certainly annoy him, since even his lich form can feel what happens to
wrapped in rich velvets. The longsword is of unusually high quality and it his former innards. Damaging these organs will cause his corpse to stir and
shines with polished, magical light. The blade is inscribed with the words, awaken in room TS9 of the Tower of Sacavious. Shattering this jar during
“Maul Maul, All Heads Fall, And Mine Alone Remains.” The sword is actual combat with Sacavious will cause the lich to stagger and miss one
Lawfully aligned, +2 to hit and inflicts +5 damage against Chaotic targets. round of actions, possibly giving the party the edge it needs to survive the
encounter. If the party has already encountered and destroyed Sacavious
If the sword is used against a Lawful creature it will twist in the wielder’s
before they find this jar, the lich won’t notice when they tamper with his guts.
hand, rendering him unable to strike a blow with it. The sword will then
stick to the wielder’s hand until a remove curse spell is cast upon it.
This blade was left here the last time the Black Monastery appeared. Its
wielder was a paladin who carried it as his prized weapon. During a battle M96 — Macabre Chandalier
in the monastery, the paladin was attacked by a local man who was under
an enchantment. When the paladin tried to strike his opponent, the sword A skull is suspended from the ceiling on a hook. When anyone enters
turned against him. He left the blade here after a remove curse detached the room the skill will begin to slowly drip fresh blood. Although there

29
the black monastery
is no other power or effect of this display, other than to look creepy and This is the bizarre work of the shadows that haunt this large room. These
revolting, there is a palpable sense of evil in this room that will offend are the shades of 13 brothers who took the most pleasure in the displays
good characters. Smashing the skull ends both the feeling and the put on here. Their doom, in death, has been to haunt the place where they
dripping blood. did so many evil acts while they were living.
The shadows will all have taken refuge under the stage when the party
brings light sources into the room. As the party examines the theatre,
M97 — The Theatre of Death the shadows will slip out and begin to follow them about the room. This
is another form of creepy performance art as the shadows mimic the
This room was used as an auditorium and theatre by the monks of the movements of their victims. At the Referee’s discretion, party members
Black Brotherhood. Most of the performances put on here were not very may be given a chance to notice that some of their comrades have extra
pretty as the brothers were inclined toward subjects that were disgusting shadows that are following them through the dimness of the monastery.
or horrifying. This was a theatre of death and other unspeakable crimes. If they are discovered, or if the party members begin to damage more
The old theatre has rows of brittle, wooden benches set up facing a than two or three of their creations, the shadows will attack. Their goal
wooden stage. The stage is almost as brittle as the benches, and will will be to make the battle into one more play in which the characters
barely support the weight of several humans at a time. It is raised four join them as members of the cast. The shadows already have dummies
feet off the main floor. A search of the stage will reveal a side door that representing the party members set up in room M100 (see below) for
allows access to get underneath it, as well as four trapdoors on the top of placement in this display when they are ready.
the stage. Under the stage, the party will find piles of dry straw and another pile
What will probably interest the party more than the stage and benches of very old clothing, bits of cloth, pieces of charcoal, leather straps and
is what is on them. Someone has created and posed a large number of string. These are the raw materials gathered by the shadows for their
stuffed dummies all around the room. There are almost a hundred of creations. Among this refuse are pieces of what used to be costumes.
them. Some of the dummies are posed on the benches as if watching a There is a 50gp gem set into an old, wooden crown.
performance. Some are standing against the perimeter walls. About three At the far back, under the stage, is a small altar, made of an iron cauldron,
dozen dummies are posed on the stage, leaning on each other, or sitting scribed with evil runes and filled with charred, human bones. This evil
with their feet dangling over the edge. The dummies are made of rags, shrine binds the shadows to their malevolent hobby.
straw, scraps of leather and other pieces of refuse. All of them have pieces The party is free to dump over the cauldron shrine and smash or burn the
of black wood, shaped like crude, black arrows, sticking out of their heads dummies. No matter what they do, the shrine will reappear next time the
or jammed through their feet, hands and torsos. Black Monastery manifests in this world and the Theatre of Death will be
A careful observer will note that the dummies are all different. They are, back in business, waiting for a new cast of doomed adventurers.
in fact, portraits. They are images of people who have died in the Black
Monastery since its most recent appearance. Some are clearly elves, 13 Shadows: HD 3+3; HP 27, 24, 20, 18, 18, 16, 15, 15, 15, 12,
dwarves or halflings. Some are humans with cloth representing armor or 12, 12, 11, 10; AC 7[12]; Atk 1 touch (1d4 + strength drain);
wizard robes. Some of them have wooden swords. All have creepy smiles Move 12; Save 14; AL C; CL/XP 4/120; Special: Drain 1 point
stitched on their faces. str with hit, hit only by magic weapons.

30
the black monastery
Note: while in the Theater of Death, the shadows have a 50% nothing of the kind. At age 17 she is already a sophisticated lady and
resistance to turning, much as magic resistance works but a skilled diplomat. It is up to the Referee to explain what Ophelia is
applicable only to being turned. doing in the Black Monastery. It is possible that she was abducted and
brought here just for spite by some evil creature. It is also possible
that Ophelia came to the Black Monastery on her own, possibly with
M98 — “X” Marks the Spot companions, looking for treasure or as a spy for the local kingdom.
Either way, she is terrified to be lost in the monastery and will be very
In the middle of the floor in this room is a skull, sitting atop two bones grateful to be rescued.
that are crossed in an X shape. If this arrangement is moved in any way Of course, Ophelia will not actually be in love with her rescuer,
the 5’x 5’ section of floor under it will disappear to reveal dirt. Buried but rescuing her anyway would not be a bad start to a courtship.
in the dirt are the remains of a human. The body was carrying a large Returning Ophelia to her home, or at least helping her get out of
magical bastard sword +3 and 22gp. The sword will do damage as a two- the monastery, could provide the party with a connection in court,
handed sword but must be wielded with two hands in order to gain the a noble family that owes them a favor or a rich merchant willing to
benefits of the sword’s bonuses. pay them a reward.
The party must disturb a grave in order to get the treasure in this room. Ophelia will not be interested in taking further risks in the Black
This will bring a curse down upon whoever carries away the cutlass. The Monastery, but the Referee might choose to have her know part of
first time a party member attempts to wield the sword in actual combat, the background given in the first section of this module. It should be
a hell hound (5HD) will appear with a howl and a jet of flames. This something that the party does not already know.
monster will attack anyone wielding the sword until it is destroyed and
disappears or the offending character is slain. Ophelia (normal human): HD 1d6; HP 6; AC 9[10]; Atk 1 bite
This event will repeat itself three times, whenever the sword is used in (1d4hp); Move 12; Save 17; AL L; CL/XP B/15; Special: None,
battle. If the wielder survives three attacks, the curse is broken. If the but she does have an unusually vicious bite, as noted.
hell hound slays its target it will pick up the magical blade in its jaws and
disappear with it.
M102 — Smelly Room
Hell Hound (5HD): HD 5; AC 4[15]; Atk 1 bite (1d6); Move 12;
Save 12; AL C; CL/XP 6/400; Special: Breathe fire (10hp). This room is empty except for a rich and disgusting odor of decay.

M99 — Floating Bracelets M103 — Smelly Room


Two gold bracelets with a teardrop and pentagram engraved on each This room is empty except for the smell of decaying flesh.
of them are suspended five feet off the ground, floating in mid-air. This

M104 — Remains of Battle


is a pair of bracelets of undeath. If both bracelets are placed on both
arms, placed on both arms, the wearer gains certain traits of the undead:
immunity to sleep, charm and hold spells. Cold-based attacks also have
no effect on the wearer, who is also immune to all poisons. This room is the final resting place of 18 spiders, six humans and four
Choosing to wear the bracers of undeath may be a fateful decision for orcs. These corpses have been ripening for some time and are almost
a player character. For each week the bracers are worn the wearer must unrecognizable. Maggots cover the bodies. Under a pile of limbs and
succeed on saving throw or fall under the bracers’ control, permanently body parts is a cloak of the black bat, which allows the wearer to assume
changing the character’s alignment to Chaotic. A second failed saving bat form if under an open sky at night. If the wearer is caught in the sun
throw means that the character will begin to lose 1d4 constitution points in bat form he will suffer 1d8 hit points of damage per round of exposure.
per day until death, or until a remove curse spell is cast on the character. Any character touching this cloak without cleansing it first has a chance
Anyone who dies from this effect will immediately rise as a zombie. to catch a disease (death within 1d3+3 days unless cured).
The newly risen zombie will have the overwhelming urge to return the
bracelets of undeath to their place in this room of the Black Monastery.
M105 — Rat Tunnels
M100 — Party Dummies The door leading into this chamber has an entire section of its lower
panels gnawed away. This was done by dire rats, coming up from
Standing about this room is a group of life-sized stuffed dummies, Dungeon Two to gnaw at the carrion in room M104.
including one for each character in the party as well an any non-player A rat hole in the center of the floor in this room leads down to room
characters with them. Each dummy closely resembles a party member. If D2D. The rat tunnel is nine inches in diameter. It twists and turns for a
any of the party has died in the monastery there will be a number of small, considerable distance before reaching the ceiling of D2D. There are many
crude black arrows protruding from the face of the dummy representing places that require a tight squeeze even for a giant rat.
that character.

M106 — Empty Room


These dummies are the work of the shadows that lair in room M97. This
room is essentially the prop room for the demented diorama that has been
staged in that room. The shadows plan to add them to the display as soon
as the player characters have all qualified for their parts by dying inside This room is empty when the party discovers it.
the Black Monastery.

M107 — Empty Room


M101 — The Merchant’s Daughter
This room is empty when the party discovers it..
A beautiful girl is sobbing in this room. She is Ophelia, the daughter of
a nobleman or wealthy merchant (Referee’s choice) from the local region.
Ophelia will run to the first human male to enter the room and declare that M108 — Empty Room
she has fallen in love with him.
Although Ophelia will do her best to look and act foolish, she is This room is empty when the party discovers it.

31
the black monastery

Ophidian Glass Golem


Hit Dice: 3 Hit Dice: 10 (45HP)
Armor Class: 4 [15] or 3 [16] with shield Armor Class: 3 [16]
Attacks: 1 two-handed weapon (1d8+1) or weapon Attacks: 2 swords (2d8)
with shield (1d8), and bite (0) Saving Throw: 5
Saving Throw: 14 Special: Immunities
Special: Reproductive bite Move: 9
Move: 12 Alignment: Neutral
Alignment: Chaotic Challenge Level/XP: 12/2000
Challenge Level/XP: 5/240
A glass golem is a human-shaped statue of glass that has been
Ophidians are an ancient race of snake-beings, with scaly human animated by a captured spirit infused into its physical substance.
arms and a somewhat human-looking head. They are denizens of These creatures are immune to all spells other than cold-based
hot climates, deserts and jungles both, often found in forgotten magic, which has the effect of a slow spell but does not damage
cities or temples from the days when their race held greater sway the golem. Blunt weapons inflict double damage against them, and
in the world. Anyone bitten by an ophidian and failing a saving they can be hit by normal weapons. A glass golem glitters brilliantly
throw will, within 1d4 weeks, produce ophidian children and die unless it is in total darkness, capturing and reflecting light by a
in the process. It is in this manner that ophidians reproduce; they thousand-fold. Anyone looking upon a glass golem, even through a
are otherwise asexual. The deadly “pregnancy” can be ended by a mirror, must make a saving throw or attack at -2 to hit.
cure disease spell or similar magics. Lesser, or “sterile,” ophidians
(a non-breeding caste) are sometimes found – these have no
effective bite.
M111 — Stone Room
A large pile of rocks on the floor are the perfect size for slings or
M109 — Pool of Ophidians throwing. There are 200 stones, one of which is a sling stone +3 to hit
and +8 to damage. A detect magic spell is required to discern the stone’s
There is a five foot by eight foot pool of water set into the eastern magical nature.
part of this room. The pool is guarded by three large snakelike

M112 — Dead Halfing


figures with human heads and torsos. These creatures are ophidians.
They will attack anyone who comes within two feet of the pool.
The creatures will fight to grapple victims and drag them into
the pool. If the fight is going against them the creatures will jump A halfling’s body lies on the floor in this room. The halfling was carrying
back into the pool and swim away into a flooded cistern beneath this a large and elaborate pipe of many rings (see below) and a small pouch of
room. tobacco. This particular halfling’s name was Philo Pipeweaver, a burglar
When the party first tries to cross this room they will be confronted who disappeared a week ago from his farm after telling friends he was
with a green cloud of mist in the shape of a very tall human. If a party going treasure hunting.
member tries to advance past the mist it will allow him to pass unless The pipe of many rings is enchanted to do all sorts of tricks involving
the character is a fighter. In that case, the mist will meld into the fighter smoke rings and other shapes. On command, smoke rings blowing by the
and the character will take on a misty form for a moment. For the rest user float about the room to any spot designated by the smoker. Once per
of the time the party is exploring the monastery this character will be day the pipe is capable of generating a small representation of an actual
immune to sword attacks. Instead of dealing damage, swords will pass creature (such as a dragon) that will fly about the room or follow other
right through the character, who will turn to mist for an instant as the blade simple commands. No special tobacco is required for the pipe to work.
passes through.

3 Ophidians: HD3; HP 20, 18, 12; AC 3[16]; Atk 1 longsword M113 — Tack Room
(1d8), and bite (0); Move 12; Save 14; AL C; CL/XP 5/240;
Special: Reproductive bite (see sidebar). This is a tack room that serves the stables in room M121. It is full of
moldering hay and rotted leather goods. All of the leather goods are no
longer of any value.
M110 — Glass Blowing Shop There is a ladder in the north half of the room leading up to a hayloft.
When the first character shows his head in the hayloft a cimota lurking
In the north part of the room there is a pair of huge bellows pumping there will hurl a pitchfork at him, doing 1d6+3 damage (See Appendix B).
away by itself at a furnace. As the party enters the room a rack of glass The cimota will attack, fighting until it is destroyed.
items, including cups, bottles and window panes, will fall to the floor with
a crash. As the glass shatters a seven foot tall human figure made of glass Cimota: HD 5; HP 26; AC 2[17]; Atk 1 pitchfork (1d6) or 2
will rise from the wreckage, wielding a pair of swords constructed from claws (1d6); Move (Fly 12); Save 12; AL C; CL/XP 6/400;
bright, glowing crystal. Special: Hit only by magical weapons.
The figure is a glass golem. Although its hands are depicted holding
a pair of swords, these weapons count as the golem’s normal attacks.
The swords shatter with the rest of the golem when the construct is M114 — Animated Rope
slain.
A section of rope, about six feet long and three inches thick, is writhing
Glass Golem: HD 10 (45hp); AC 3[16]; Atk 2 swords (2d8); about the floor of this room. The rope is an animated object dropped
Move 9; Save 5; AL N; CL/XP 12/2000; Special: Immunities here by another adventuring party when it got too difficult to carry along.
(see sidebar). When the party discovers it, the rope is twisting about like a snake in

32
the black monastery
pain. If any party member touches the rope it will lash out, trying to
grab at the target. The rope attacks as a 3HD creature, and if it hits it
will tie up its target if the target fails a saving throw. After this point,
M117 — Empty Room
although it does not inflict damage, it cannot be untied, and any damage This room is empty when the party discovers it.
done to the rope is magically inflicted upon the tied-up victim as well.
The rope has 15hp, and regenerates 1hp per round if it is being cut away.
It is possible to pin down the rope if it has not entwined a target, and then
force it into a sack. This can be done with a successful to-hit roll followed
M118 — Good Dog
by the rope’s failing a saving throw of 15. The rope could then be used as There is a particularly large and strong riding dog in this room. The
a weapon, for example by throwing it in an untied bag toward monsters. dog’s name is Rupert. It is saddled and bridled. There are scraps of cloth
The downside is that the rope will never get tired and never stop trying to sacks scattered around the room, as well as a considerable amount of
escape from any container. If the rope finds itself entwined around a dead droppings.
creature it will unwind and being thrashing again, waiting for a new target. Rupert was left in this room by his halfling master several days ago.
Unfortunately, Philo Pipeweaver, who was Rupert’s master, did not

M115 — Wine Press Room survive long in the Black Monastery. His body is lying in room M112
(see above). The dog has been waiting anxiously ever since. The scraps
of cloth sacks held meat. Rupert scattered them about, tearing them open
Black Monastery was known for its own vintage of red wine. Few people and eating their contents. The dog is very hungry and desperately thirsty.
outside the order ever knew the arcane experiments and disturbing ingredients If Rupert is given water and led out of the monastery the dog will be
that went into that wine. The brothers used their wine in ceremonies to the forever loyal to the person who rescued it.
Dark God, and sold quite a bit of it for profit. Brother Tarquinus, one of the
eight Scribes of Evil was the chief vintner for the order. His dark wine was Rupert the Riding Dog: HD 4; HP 30; AC 6[13]; Atk 1 bite
fortified with things not described to the order’s customers. (1d6+1); Move 18; Save 13; AL N; CL/XP 4/120; Special:
The old wine press room is not in good shape. After centuries it is still None.
filled with an almost unbearable stench of fermentation gone rampant.
There are six large vats, several strainers and two wine presses. Three
very large wine barrels, each enough to hold 300 gallons, are lying on their
sides on a rack against the west wall. Very quiet gurgling and splashing
M119 — Stonecutter Shop
sounds are coming from inside the huge barrels. Every surface in the room This large shop has eastern and western sections. The eastern section is
is covered with a think layer of white filth, growing and feeding off the the main workshop. There are several dozen unfinished gravestones and
old decay. monuments sitting on blocks, still waiting for their craftsmen. Chips and
The wine barrels are sloshing and gurgling because an elemental is still stone dust cover much of the floor. There are two racks holding chisels
present in the room. This creature was summoned long ago to prevent and hammers. A workbench holds finer chipping and polishing tools such
wine barrels from breaking open during processing. Although it is as small hammers, chisels and polishing rags. Above the workbench
actually a water elemental, it has been trapped for so long in this chamber is a shelf with several iron squares, levels and templates. The wooden
that it now takes the form of a figure of stinking, sour wine. If anyone portions of the hammers and levels are old and very brittle.
attempts to break open one of the huge barrels, the elemental will come The western section of the workshop holds gravestones that are ready for
surging out of the cracks between the barrel staves and attack. inscriptions. There are a dozen stones stacked against one wall. In the center
If the elemental is slain, the last force holding what is left of the sour of the room are three very large and tall stones, covered with sheets. Under
wine in its containers will collapse. The result will be a putrid, purple the first sheet is an ornate, carven tombstone reading Abbot Asmodeus: 844 – .
ooze splashed over everything in the room, including player characters. Whichever party member uncovers the second stone will discover that his own
If the party flees, the elemental will not follow. It will return to its task of name is inscribed there, with a date indicating that he died today. The third
holding the sour wine in the huge barrels. No matter what happens, the sheet does not cover a gravestone. It covers an earth elemental in the shape of
next time the Black Monastery manifests on this plane the barrels, wine, a gravestone. This creature will attack as soon as its sheet is removed, focusing
filth, stench and water elemental will all be restored and back in place. its attacks on the character who uncovered the second stone.
If the party manages to defeat the earth elemental it will fall into rubble.
Water Elemental (8HD): HD 8; HP 45; AC 2[17]; Atk 1 strike Amidst the rubble is a scattering of small emeralds. There are a total of
(3d6); Move 6 (Swim 18); Save 8; AL N; CL/XP 8/800; Special: 32 small emeralds in what is left of the earth elemental. They are worth
overturn boats. 10gp each.

Earth Elemental (12HD): HD 12; HP 40; AC 2[17]; Atk 1 strike


M116 — Wine Storage Barrels (3d6); Move 6; Save 3; AL N; CL/XP 13/2300; Special: Tear
down stonework.
This room contains 14 barrels, sealed and standing along the walls. All
but one of these barrels contain wine that went to vinegar and spoiled
long ago. They are covered with the same layer of white filth found on M120 — Alchemist’s Workshop
everything in room M115 (see above). One barrel is empty. Moving it
aside reveals a tunnel beneath it that leads out of the monastery to a thorn There are bottles, beakers and all sorts of alchemical equipment scattered
thicket. The tunnel is six feet high and three feet wide. on shelves about this room. Broken wooden furniture looks like it used
Slime on the tunnel walls may warn the party that some sort of creature to be tables, chairs and a workbench. There are two trees growing out of
has made the tunnel its lair. An ankheg is waiting 60 feet down the tunnel, the flagstones. Their trunks pass through the ceiling above. A hammock
where it has built a nest. The ankheg’s nest has three decaying human is slung between the two trees. There is a liquor cabinet standing beside
corpses. The corpses were carrying treasure, including 800cp, 400sp, two trees with several useable chairs arranged next to it.
380gp, four gems worth 10-100gp each and a poorly rendered gold broach A man in tattered, black robes is sitting in the hammock, drinking a mint
that was supposed to look like a naked woman. This broach is worth its julep out of a glass beaker. His shrunken features and jagged fangs reveal
equivalent weight of 1gp. him to be a ghoul. The ghoul says, “Ah, visitors! Excellent! Leave your
weapons at the door and join me for a drink, won’t you?”
Ankheg (4HD): HD 4; HP 24; AC 2[17] underside 4[15]; Atk This ghoul is the undead remains of Doctor Brutus, a member of the
1 bite (3d6); Move 12 (burrow 6); Save 13; AL N; CL/XP Black Brotherhood who was always a bit unconventional. Brutus was a
5/240XP; Special: Spits acid 5d6 (1/day, save for half) skilled alchemist who specialized in necromantic potions and concoctions

33
the black monastery

brewed from human ingredients. He helped run the order’s infirmary in existence as a ghoul. When the Black Monastery next appears in this
area M2 where he sometimes helped terminal patients along by testing world, his trees will also be restored as they are now a part of the structure
poisons on them. This room was his workshop of the monastery.
When the Black Monastery fell, Doctor Brutus was destroyed along
with the other black monks, but it was not his fate to stay dead. Some of Ghoul of Doctor Brutus: HD 5; HP 20; AC 3[16]; Atk 2 claws
the potions Doctor Brutus tested on himself took hold and raised him to (1d8) and 1 bite (1d6); Move 12; Save 12; AL C; CL/XP 7/600;
undeath as a powerful and abnormal ghoul. It is now his curse to live in Special: Paralysis.
undead twilight, bound to the Black Monastery.
The two trees were a special project. Brutus planted them an nourished Demented Man-Eating “Treants” (7HD): HD 7; AC 2[17]; Atk
them on fertilizers made from human victims. Their tops extend through 2 strikes (2d6); Move 6; Save 9; AL C; CL/XP 7/600; Special:
the ceiling, passing through the monastery roof. These trees are semi- None.
aware as a result of the arcane substances used to nurture them. They can
subsist on water and soil but they hunger for human blood. Although they
are rooted in place, the trees will tear loose from their places and attack M121 — Stable
with strength equal to treants if Doctor Brutus is attacked.
Doctor Brutus doesn’t want to fight. He’d much rather talk. He only The Black Brotherhood maintained a herd of heavy warhorses (all
desires human flesh from time to time, when the urges overtake him, and of them black, of course) for travel and the occasional ambush of their
there have been plenty of easy victims wandering the monastery in recent enemies. These creatures were kept here, in this large stable area near
days. If anyone complies with the ghoul’s request he will mix them a green the monastery’s back gate. The final immolation of the Black Monastery
drink that is very tasty and functions as three doses of a potion of heroism. destroyed the lives of all of the brothers, but their innocent steeds were not
Chances are, the party will attack Doctor Brutus without trying his mint destroyed with them. Instead, these horses have been waiting here ever
juleps. This is fine with Brutus, who really wants his undead existence since, trapped in a sort of planar limbo.
to end. When he is stuck down, Brutus will look at his slayer and say, There are 14 stalls in this large room. In each of the stalls is a misty
“Ah! Thank you!” and then collapse to the floor. The trees will fight until warhorse, stamping and snorting at the party, obviously interested in seeing
destroyed but Brutus will not pursue party members out of his workshop. humans again. These are actual warhorses trapped in the ethereal plane. They
The trees will return to their positions and re-root after any battle. cannot be touched or otherwise influenced from the prime material plane.
The liquor cabinet holds a selection of alcoholic beverages, concocted If any character enters the ethereal plane while in the stable he may lead
by Brutus in his workshop. There are seven bottles of liquids of different one of these steeds back to the prime material plane as a mount. Although
colors. These might bring prices of 75gp each. The cabinet also holds it is impossible to penetrate the monastery walls by ethereal travel, similar
sprigs of mint, sugar and a carafe of water for mixing the mint juleps. At magic will operating within the building.
the Referee’s discretion, it is likely that the cabinet and all of its contents The rescued horse will function as a normal heavy warhorse that is
will be destroyed when the trees attack. unusually loyal to its master. Once it is freed, at the Referee’s discretion,
No matter what happens, Doctor Brutus will not get his wish. Eight days the horse’s long exile on the ethereal plane may leave it with the ability to
after he is slain, he will reappear in his workshop to continue his doomed move between the ethereal and prime material planes at will, taking its rider

34
the black monastery
and everything it carries with it. This ability may fade with time as the horse Deflects any missile 75% chance, has 25% chance to stun for
becomes subject to the laws of the prime material plane once again. 2 rounds with hand strike.
Getting these horses out of the monastery may prove problematic as
they are large animals that make a lot of noise when they walk. Their iron
shoes will ring on the flagstones and thunder in the hallways. The Referee
may want to consider wandering monster encounters along the way as
M126 — Pictures of Hell
creatures come to investigate the noise. This room is decorated with a mural depicting a scene from the infernal
planes. Devils are tormenting wicked souls, who float in a pool of flames,

M122 — Another Monster


as figures in black robes watch and applaud.
A statue of a halfling stands in front of the mural, looking up at the flaming pool.
The statue is realistic to every detail, but appears to have been standing in place
This room smells of a terrible beast. It is the lair of Morodig, a monster for a very long time. The belt buckle the halfling is wearing carries the symbol
with the head of a fish, the nasal horn and body of a rhinoceros and two of a specific halfling enclave that died out and was abandoned two centuries ago.
humanoid arms protruding from its shoulders. Morodig was once a human This halfling was one of the first explorers to try to loot the Black
adventurer who fell under a curse while exploring the Black Monastery. Monastery. He was caught by a magical trap in the mural that turned him
His fate has been to slowly mutate, losing his sanity and his humanity. to stone. If the party casts a stone to flesh spell on the statue, the halfling
Morodig will try to communicate with the party, but his current bestial will be revived for a few seconds, during which he will thank the party for
form is not good at communication. His helpful grunts and gestures will releasing him, and then fall to dust.
sound and look like threats. Although Morodig will not initiate combat, The mural still glows with transmutation magic under a detect magic
he will squeal with frustrated fury if he is attacked. spell. The mural is inactive as long as the halfling is turned to stone, but
Morodig’s single horn is useless in combat but it might be used as a will reactivate if the halfling is turned back to flesh. So, trying to restore the
powerful alchemical agent. The horn’s value is 100-1200gp, depending halfling might turn the mural’s power on an unfortunate party member. Any
on who the party sells it to. Rendered into powder, the horn can be used reasonable plan to deface the mural and break its baneful power will succeed.
to create up to 20 potions of water breathing.

Mordig, Mutated Human (Ftr 5): HD 5; AC 2[17]; Atk 2 swords


(1d8) and gore (1d4); Move 6; Save 10; AL N; CL/XP 6/400;
M127 — Hall of Lightning
Special: None. Anyone listening at the door to this room will notice a strong ozone
smell coming from inside. A thief may also be able to hear the crackle and

M123 — Riding Arena


pop of sparks. White light flickers from beneath the door.
The sounds and light are coming from a lightning elemental that has
been summoned and trapped in this room. This creature circles the
This is an open-air riding area. There is a huge portcullis closing off room constantly, confused and enraged by its stone surroundings. The
this courtyard’s outer gate. The portcullis is bent inwards partway up, as elemental will turn upon anyone who opens the door, whirling toward
if something very large and strong has crashed into it from the outside. them as a huge blaze of lightning in vaguely humanoid shape.
A capstan, located beside the gate, could be used to lift the portcullis. The lightning elemental will fight to the death but it will not pursue
Turning the capstan requires a combined strength of 29. The portcullis fleeing party members farther than 100 feet. Once outside of the room the
will raise five feet before it jams in place. The capstan is required to raise lightning elemental will wander off in a random direction, attacking and
the portcullis. The gate’s locking mechanisms prevent the portcullis from destroying anything it meets in the monastery halls. Because it does not
being raised by merely lifting it from the outside. clearly comprehend its surroundings, it is possible to trap the elemental in
If the portcullis is raised and jammed into place it will remain in that another chamber simply by luring it in and closing the door.
position for eight days. After eight days, the heavy iron grate will fall If the party searches the room, a loose slab will be found in one corner.
into its closed position with a boom and rumble that shakes the building. Beneath it is a small hollow containing a ring set with small diamonds
that glow as bright as candles. The ring is enchanted to cast a sixth level
lightning bolt spell. The ring has eight charges. When all charges are
M124 — Column of Wood expended, the ring will lose its magical glow and become inert. The gems
and ring will still be worth 100gp just for their value as a piece of jewelry.
A large column of wood reaches from floor to ceiling in this room. A
dagger is thrust deep into the wood. Anyone with strength of 13+ may pull Lightning Elemental: (8HD): HD 8; AC 2[17]; Atk 1 strike
it from the wall, and it will function for two days as a magical dagger +3. (2d6); Move 12; Save 8; AL N; CL/XP 9/1100; Special: +4 to
After the second day, the dagger’s owner will find that the blade has disappeared hit and +4 damage against anyone wearing metal armor;
but its magical glow remains. Whichever hand the dagger’s former owner used anyone wearing metal coming within 10ft of the creature is
to pull the dagger from its wooden block will begin to glow with the brightness automatically hit with a spark for 1hp damage each round.
of a magical blade. This effect remains unless canceled by a remove curse spell.

M128 — Orc Camp


M125 — Green Monk
A party of 12 orcs has set up a base camp in this room as part of their
As soon as the door to this room is opened, a glowing green figure will plan to explore the monastery. They are a group that has split off from
attack the party. The figure is a martial artist of considerable skill. The the orcs in rooms M26 –M28 (see above). The orcs know they are in a
green figure will attack with great fury until slain, when his body will dangerous situation and will be keeping watch at all times. If possible,
disappear, leaving behind only a green smudge on the stone floor. There they will try to avoid the party.
is a small amount of furniture in the room, including two a couch and two If the party enters this room they will find the orcs lying in wait, ready
pictures on the south wall. One of the pictures depicts the exterior of the to defend themselves. The orcs have already gathered some treasure,
Black Monastery’s main gate. It is worth 18gp. The other is a portrait of including a chest that holds 1348gp, 4650sp, 8342cp and 24 assorted
a man with dark hair and glaring, green eyes. The second picture is of pieces of jewelry worth 10-60gp each. Each orc is carrying a silver dagger
low quality, but on its reverse side is a map of Dungeon Two, Level Two. (20gp value) that they purchased to protect them from lycanthropes.

Green “Monk”: HD 10; HP 35; AC 3[16]; Atk 2 hand strikes 12 Orcs: HD 1; HP 8, 8, 7, 7, 6, 5, 4, 4, 4, 3, 3, 2; AC 6[13]; Atk 1
(1d6); Move 15; Save 5; AL C; CL/XP 11/1700; Special: scimitar (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: None.

35
the black monastery
room. The corpse is in advanced stages of decay and it is riddled with rot
M129 — grubs. The dead minotaur was wearing a large-sized scale mail shirt and
was carrying a spiked great club.
The Chamber of Blazing Light Rot Grub: HD 1hp; AC 9[10]; Atk 1 burrow; Move 1; Save 18;
A violet glow is visible from under the door to this room. Inside, the floor is AL N; CL/XP 1/15; Special: Burrows to heart.
made of semi-translucent blue marble, glowing purple with the light of five red
columns. The columns appear to be made of red beams of light. The columns
extend from floor to ceiling. The ceiling is covered with dark blue marble. M132 — The Scream
Every 1d10 rounds, a bolt of white energy will shoot from the floor to
the ceiling with a loud pop and the smell of ozone. If party members are When a party member steps into this empty room, a scream will
in the room when this occurs, roll a d20 to see if one of them is hit by echo from down the corridor behind the party. A beautiful girl will run
the white bolt. Each party member is one number on the d20, each a 5% around the corner and past the party. The girl is incorporeal and will
chance of being struck. If the d20 roll comes up with a party member’s pass completely through party members as she runs. She appears to be
number, the bolt strikes them for 4d6 electrical damage (save for half fleeing from some menace behind her. As soon as she passes the last party
damage). Touching the red columns with cloth, wood or metal has no member the girl will stop and fade from sight.
effect, other than a sense that the column is trembling with power. Party members who see, or have seen, the picture in room M133 will
Touching a column with a bare hand results in one of the following recognize that the girl resembles the woman in the painting there.
effects, without a saving throw, determined randomly:

a) The character will shrink to one third of his normal size for 5-10 weeks.
Adjust all statistics and combat modifiers.
M133 — The Painting
A painting of a very beautiful, female vampire is attached to the wall in
b) The character’s eyes begin to glow red at night. This effect is visible this room. The woman’s fangs are clearly visible.
only when the sun goes down. The victim will have darkvision of 60 feet, Party members who saw (or may see) the girl run past them in room
improved darkvision extending 60 feet further. However, sunlight will be M132 will recognize that this is a portrait of the same girl.
blinding to the victim, rendering them -4 on combat attacks and other skill This painting is of good quality but it cannot be removed from the wall
checks in daylight. This effect is permanent unless the victim receives a without tearing it to shreds. Behind the painting is a niche that holds 4
remove curse spell. It is permanent without a remove curse spell. potions of healing. No matter what the party does to the painting it will be
restored and attached to the wall again eight days later.
c) The character will notice nothing when the column is touched. As
soon as the character is exposed to sunlight his skin will burn with intense
pain, inflicting one hit point of damage for every hour of direct exposure.
M134 — Door Warden
d) The character immediately grows a pair of large, bat-like wings,
sprouting from his shoulder blades right through armor or clothing. A tall, armored figure blocks the entrance to this room. He is wearing
The wings will allow the character to fly at a rate of 12, with poor plate armor and holds a pair of glowing broadswords. The figure will
maneuverability. Armor class is reduced by -5 due to the exposed wings. shout, “Thou shalt not enter!” to any party member who opens the door or
This effect is permanent without a remove curse spell. attempts to enter the room.
If the figure is touched or attacked he will disappear. There is a three
e) The character is struck permanently blind, but gains the ability to foot diameter hole in the floor of this room. Anyone who approaches
listen at doors with automatic success. Some ordinary sounds will be within ten feet of the hole will be attacked by three large spiders lurking
excruciatingly loud to the victim. A cure blindness spell or remove curse inside. The hole is actually a winding, jagged tunnel leading down to the
will completely reverse these effects. upper level of Dungeon One, room D1AA (see below).
These are not ordinary giant spiders. They were once seventh-level
human adventurers who explored the Black Monastery and were caught
M130 — Chantry under a curse. All three were transformed into hideous vermin and slowly
lost all connection to their past lives. Now, even a remove curse spell
Loud chanting can be heard from outside the door to this room. No would not save them. Only a spark remains in them that remembers they
perception check is necessary to hear it. The sound is clearly heard by were once more than spiders. When they are slain, all three giant spiders
anyone who walks within ten feet of the door. The language is infernal will transform back into naked humans over the course of 10 rounds, with
and the words are curses upon those who do not follow the Dark God. a creepy, reversed spider-to-human process.
Opening the door causes the chanting to soar to deafening volume. Anyone
who stands inside the room, or within ten feet of the open doorway for more Transformed Giant Spider: HD 7; HP 35, 28, 21; AC 4[15]; Atk
one round after the volume increases must succeed at a saving throw or be 1 bite (1d6 + poison); Move 4; Save 13; AL N; CL/XP 7/600;
deafened for 2-8 hours. Deafened characters suffer a -2 penalty on all actions Special: lethal poison, webs.
until their hearing returns. If the door is left open for ten rounds, the noise

M135 — Troblin Camp


will swell to an explosion that renders anyone inside the room or within 10
feet of the open door permanently deaf unless they succeed at a saving throw.
Whether or not a successful saving throw is made, a character foolish
enough to have remained in the area and kept the door open will find that A gang of troblins (see sidebar) is lurking in this chamber. All of the
all glass equipment on his body has shattered, spoiling potions and similar troblins in this group have mutated and now have three arms, three legs
items. After an explosion, the chanting will fall silent for six hours before it and three heads.
swells to another explosion in ten rounds. The room is empty, but a dozen These troblins wandered into the Black Monastery when it appeared on
small holes in the floor, arranged in a circle, indicate that something might their home world. They ventured inside and set up camp, not realizing
have been anchored there in the past. their peril. The troblins were transported to this word when the Black
Monastery manifested here. They don’t know where they are and they
are very confused. When the party approaches the troblins are sitting on
M131 — Quarantine the floor, discussing their predicament. Successful listening at the door
will reveal to the listener that there are many deep voices inside (since 21
A minotaur corpse lies decomposing in the northern section of this heads are talking), muttering in a primitive dialect of goblin.

36
the black monastery
contributions, such as, “Please give, sir!” or “A crown for the poor, please sir!”
The plate persists as long as anyone is in the room, or until it is covered
Troblin up in some way. If anyone touches the plate or takes the silver pieces on
the plate it will disappear and two cimota will appear and attack. If a party
member places a coin in the plate without touching it the plate will say,
Hit Dice: 3 “Thank you very much, sir! Every little bit counts!”
Armor Class: 5[14]
Attacks: 2 or more claws (1d6) and bite (1d4) 2 Cimota: HD 5; HP 22, 20; AC 2[17]; Atk 2 claws (1d6); Move
Saving Throw: 14 (Fly 12); Save 12; AL C; CL/XP 6/400; Special: Hit only by
Special: Regenerate magical weapons.
Move: 12
Alignment: Chaotic
Challenge Level/XP: 5/240
M138 — Frozen Wizard
Troblins are the result of the mixture of goblins with trolls; they
are larger than their goblin parents, and they also benefit from some This floor of this room is covered with two feet of vile, green water.
of the regenerative powers of their troll ancestors. The regenerative Dust and insect wings cover the water’s surface, except for small trails
powers occasionally go berserk after a bad wound, and can result in where rats have recently paddled across it. The water is a thick soup of
troblins with abnormal body forms and sizes. Troblins regenerate decayed matter and runoff from the monastery walls and roof.
at 2hp per round, and unless they are chopped to bits, burned, or Drinking this water will not harm a party member, but it tastes like decay
immersed in acid a dead one will regenerate itself – often with an and can only be consumed by someone who is desperately thirsty. The
additional arm or hit die. water is very cold, probably because the water at the west end of the room
is covered with six inches of ice.
In the middle of the ice is a human-sized figure, completely covered with
There are six standard troblins led by a warrior named Aog who has frost. This is the frozen corpse of a wizard who died here years ago and
7HD due to successive mis-regenerations. Aog is determined to get his has been standing in place ever since. The wizard holds a staff over his
band of mutated horrors back home. He is having trouble keeping his head, as if calling upon its magical powers.
chaotic underlings organized, together and following instructions. Touching the frozen wizard causes 1d4 points of cold damage. The staff
All of the troblins will leap up when the door is opened and fight to is magical. A Magic-User can use it to cast a beam of frost with 30 foot
the death. They will regard an encounter with adventurers as a welcome range (requires a to-hit roll, but always against AC 9[10]). The beam does
release – something about this place they can understand. They will 2d6 points of damage. Each time the staff is used there is a cumulative 1%
relentlessly pursue fleeing player characters, using their superior speed chance that the staff will backfire on its user, inflicting 3d6 cold damage to
to run them down. anyone holding it. Once the staff has misfired, it will continue to misfire
Aog is carrying the troblins’ treasure. He has a sack that contains each round until it is dropped or shattered. The staff may be broken away
298gp, 457sp and 166cp. Aog is also wearing a ring of protection +3. He from the frozen wizard, but the unfortunate former owner’s frozen hand
keeps this magic item a secret from his followers, who believe him to be will probably break off with it.
naturally tougher than them. The wizard was also carrying a pouch of spell components and 3gp.
The coins are old but and may be worth 10 times their monetary value to
6 “Normal” Three-Armed Troblins: HD 3; HP 20, 18, 16, 12, 10, a collector. Everything else the wizard was holding will fall to pieces if it
9; AC 5[14]; Atk 3 claws (1d6) and bite (1d4); Move 12; Save is thawed or otherwise disturbed.
14; AL C; CL/XP 5/240; Special: regenerate 2/round.

Aog the Troblin Chief: HD 7; HP 35; AC 5[14]; Atk 3 claws M139 — Stone Dog
(1d6) and bite (1d4); Move 12; Save 9; AL C; CL/XP 9/1100;
Special: regenerate 2/round. A statue of a medium-sized dog guards this room. This magical construct
will animate as soon as anyone attempts to enter the room. The stone dog
* Troblins originally appeared in Tome of Horrors II by Necromancer will only bark and growl (a hollow, unnatural sound from a stone creature)
games. The monster has been rewritten here for Swords & Wizardry games. until anyone tries to get past it. Then the stone dog will attack.
The stone dog has collected a fair pile of bones from previous intruders.
There is also the dead body of an orc lying just behind the dog. The orc
M136 — Sleeping Quarters was carrying a jeweled dagger in his boot (100gp value) and wearing a
5gp silver ring.
There are 12 beds and two tables here. A wash basin and pitcher rest It is possible to calm the stone dog and pass by without fighting it if the
on one of the tables, the wash basin filled with dirty water. The pitcher party first offers it any sort of food. This will cause the dog to snap up
also appears to be filled with dirty water, but is actually holds a potion of the food and then sit down with the food dangling from its stone mouth.
enlarge person (doubles size and gives strength 18 for 1d6+1 turns). Any subsequent attempt to touch or move the dog will cause it to spring
Anyone entering the room must succeed at a saving throw or tumble to life and attack.
onto one of the beds and fall asleep, as if under a sleep spell, for 1d100
hours. Characters who make their saving throws do not fall asleep but Stone Dog: HD 7; HP 30; AC 2[17]; Atk 1 bite (1d8); Move
feel drowsy, as if something in the room were putting them to sleep. This 9; Save 9; AL N; CL/XP 6/400; Special: Hit only by magical
effect lasts until the character leaves the room. Sleeping characters will weapons; when the dog hits, target must make a saving
awaken after three minutes if they are carried out of the room. throw or be savaged, taking an extra 1d6 points of damage,
thrown 30ft, and being stunned for 1d6 rounds.

M137 — Alms Plate


M140 — Magnificent Inscription
The door to this room has no latch; it has a pair of indentations to use as
handholds three inches above the floor. The door is opened by sliding it This room is empty except for an inscription scratched in the south wall
up from below, into the ceiling. with a metal point. The inscription says, “Eldrog the Magnificent was
There is a table in the room holding a small gold plate. There are 5sp on the here.” Eldrog was an elven explorer and adventurer who disappeared in
plate. When the party enters the room the plate begins making polite requests for this region a century ago.

37
the black monastery
larger statue. It is sitting on a pedestal that keeps it visible just above
M141 — Reverse Fountain Room water level. This head is enchanted to make pompous declarations about
itself whenever an intelligent creature approaches within ten feet. For
The walls of this room have decorative patterns of lines and waves instance, the marble head says things like, “I am the conqueror of all!” or
built into the stonework. In the center of the room is a fountain with a “I fear no man!” or “To know me is to love me!” This is the head from a
seven foot diameter base. A stone mermaid stands on the basin’s edge, popular folk hero named Ranald, who lived five centuries ago. The head
leaning out over the water. The water in this fountain gathers itself into has no other magical power. It weighs 75 lbs.
droplets and flies up and into the mouth of the stone mermaid. The stone The other statue is visible as a pair of black wingtips sticking up out
mermaid’s eyes are made of long-broken glass, with only bits still visible of the water. This is a statue of a balor demon with glowing red eyes.
in the eye sockets. The statue might be worth 100gp, but it causes painful, magical wounds
The waters will detect as magical. Long ago, this fountain was a deadly to anyone who touches it. Anyone whose skin comes in contact with
trap, enchanted to turn anyone who touched the water to stone. Now, the the statue suffers 3-18 points of damage per round of contact. The balor
water has no magical effects, although anyone who drinks it or bathes in statue weighs 100 lbs.
it will feel strong body aches for several hours.
The statue of an elf is lying broken beside the pool. The statue is in
hundreds of pieces but it is possible to see that it once depicted a well- M145 — Green Water Mural
dressed elf holding his hands up in surprise (as if to ward off the water
that was splashing on him). Although the party has no way of knowing A stairway leads down into vile, green water. This is the same water that
it, this was Eldrog the Magnificent, who carved his name on the wall of fills rooms M138, M143 and M144. The water is three feet deep in front
room M140. If a stone to flesh spell is cast on Eldrog’s shattered statue the of a set of double doors that opens onto room M144.
elf will turn to broken flesh and then to dust. Anyone searching the dust On the south wall of this room is a mural that depicts shadowy figures
will find a periapt of proof against poison (wearer is immune to poison) moving about. Once, this mural was a powerful, magical trap involving
buried in it. the Plane of Shadow and lethal shadow magic. Now it only mirrors the
The secret door on the east wall has an archway depicted as part of the party members, seen as shadowy figures on the wall. It may take the
masonry. Anyone pressing on this door will find that the wall swivels, party some time to determine that the shadowy figures match their own
allowing access to room M142. numbers, positions and movements.

M142 — Canned Troll M146 — Don’t Look Down


A glass beaker, filled with a solid, green mass, sits in the southeast A giant centipede lurks on the ceiling. This creature wandered in several
corner of this room. The beaker is stopped and sealed with a very tight weeks ago and has been trapped by the shut door ever since. It is hungry
cork and glass stopper. and will drop onto the second character to enter the room, or drop down
Breaking or opening this beaker will cause a very hungry troll to burst and attack the party if the door is left ajar for more than a round.
out. This creature was left here by another adventuring party and has
been trapped for several months. The troll will require five rounds to Giant Centipede (small, lethal): HD 1d2hp; HP 2; AC 9[10];
regenerate and attack, during which time it looks like a mass of green, Atk 1 bite (0 + poison); Move 13; Save 18; AL N; CL/XP 2/30;
undulating vomit has popped out of the beaker. The mass will take on Special: poison bite (+4 save or die).
a large, humanoid form for one round before it is fully visible as a troll.

M147 — Lever Room


It is possible the party might just keep the beaker and not open it. In that
case, the beaker is very well-made and is worth 18gp…with a troll inside.
The troll will survive inside the beaker for another three months before
dying and reverting to green sludge. There are two levers protruding from the west wall in this room. One
lever is white. The other is black. Pulling the black lever will drop stones
Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), 1 bite (1d8); Move from the rafters on whoever pulls the lever, for 3d6 damage. Pulling the
12; Save 11; AL C; CL/XP 8/800; Special: Regenerate 3hp/ white lever will open the secret door in the north wall.
round.

M148 — Dwarf Mural


M143 — Green Pit of Water
A large mural covers the south wall of this room. The mural shows a
Two steps lead down into vile, green water (the same water that fills dwarf standing with his war hammer on top of a pile of dead orcs. The
room 138. There are another three steps not visible beneath the water, dwarf is smiling. The mural detects as magical because it is an extra-
which is three feet deep in room. dimensional doorway to room M211 (see below). The mural looks solid
Just west of the stairs is a pit, hidden beneath the water. The pit is 5’ x but it is possible to put a hand right through it, or step entirely through to
5’ and ten feet deep. Anyone who walks that direction without probing the room M211. The mural works only one way.
floor will disappear into the hole. A character wearing armor might find it
difficult to get out. The murk and filth in the water will make it difficult
for other party members to help. M149 — Stained Glass Window
There is a large stained glass piece hanging in the north section of
M144 — Statues in Green Water this room. It depicts three archers hunting a white stag. Colored glass,
scattered across the floor, indicates that there were once many more
This room is filled with the same vile, green water as rooms M138 stained glass images on display here.
and M144. There is a second pit in this room, like the pit described in When a party member shines a light on the stained glass images, they
room M143. Anyone walking toward the statues in the western end of will appear to move, pursuing the stag with their bows. Suddenly, all three
this room will fall in unless they are probing the floor or taking other archers turn to face the party and fire arrows out of the pane. Their great
precautions. skills with the composite longbow make their fire deadly. The archers can
There are two statues in the west end of the room. The first statue is be hit only by missile fire, but any large, heavy object thrown against the
a marble human head which appears to have been broken off of a much stained glass will shatter it and end the fight. The only experience awarded

38
the black monastery
for this combat, regardless of how it is resolved, is 500xp. hidden up there. The water is falling into the basin, overflowing and
draining through a five inch grate in the floor. Water is also pouring out of
Stained Glass Archers (Ftr 9): HD 9; HP 40, 38, 32; AC 4[15]; three spigots on the walls, running down into the drain.
Atk 1 longbow (1d6); Move 12; Save 6; AL N; CL/XP 9/1100; Although the party will now know it, this room was used by the Black
Special: none. Brotherhood for ritual bathing. The brothers did not bathe as part of
their daily lives; they reserved cleanliness for times of preparation for the
most gruesome rituals to honor the Dark God. The water in this room is
M150 — Well Room supplied by connections to the elemental plane of water. Its temperature
is just barely above tepid. The drain winds down to the underground river
There is a well, 30 feet deep, in the center of this room. At the bottom in Dungeon One, room D1G.
is the skeleton of an adventurer who did not survive the monastery. The There is a fish man sitting in the basin. He is weeping in deep distress,
skeleton has a ring of shooting stars on its finger. It is lying atop at hardly responding even when the party enters the room. This creature’s name
flaming sword +3, wrapped in the remains of a leather scabbard. A rotted is Gorak. Gorak was a normal human all his life, but with an unknown taint
leather pouch holds 32gp. in his blood; he died in the Black Monastery of a magical disease that aged
him fifty years. Then, he was transformed into a hideous fish-man monster,
awakening in the monastery in his new shape. Gorak, whose former name
M151 — Dusty Room was Kraig, has been living in the monastery and surviving by submerging
himself in the basin. He leaves this room from time to time, looking for
The first character who walks or looks into this area will notice that the food, but must return to these baths if he wants to live. His existence is
floor in area M151 is covered with some sort of strange, white dust. a miserable puzzle to him.Gorak remembers how to speak common with
Dust of sneezing and choking is scattered in this area between the doors bestial, caveman grammar. He does not want to fight the party. His main
to rooms M152 and M221. Walking through this area will stir up the dust. goal is to follow his inner urgings to find the sea. Unfortunately, Gorak is
Anyone in this area when the dust is stirred must succeed on a saving now evil and he has acquired a taste for human flesh from preying on the
throw or die from the choking effects of the dust. Even those who save people who have been drawn to the monastery. The only possessions he
are disabled with choking and are helpless for 5d4 rounds. retains are a spear +3 and a backpack stuffed with chunks of human limbs.
Any reasonable plan to avoid the dust, such as washing the area down The backpack is lying behind the basin where it cannot be seen from the
with water, should allow the party to avoid the effects of this trap. No door. The spear +3 is in the water beside him. The backpack also holds
matter what the party does to wash away or avoid the dust of sneezing and 133gp, 334sp, 654cp and a potion of haste (fifth level).
choking, it will be present again whenever they return. In the unlikely event that the party does not slay Gorak, he will tell them
with grunts and gestures that he wants to find the ocean. Unfortunately,
unless the ocean is very near in the Referee’s campaign world, the walk is
M152 — Room of Infinite Dryness far too long for him to survive. Sooner or later, Gorak will turn on the party
and try to murder the weakest lawfully-aligned character. He will drink his
The walls of this room are lined with one-foot diameter octagonal white potion of haste and try to commit his crime in a way that will allow him to
sandstone plates. A teardrop is carved in the middle of each octagon. escape with a few chunks of player character to eat along the way.
The ceiling is shaped like a dome, 16 feet high, covered with the same
octagonal plates. Gorak the Fish-Man: HD 9; HP 40; AC 4[15]; Atk +3 spear
As soon as the first party member crosses the threshold the door will shut (1d6+3); Move 9 (Swim 12); Save 6; AL N; CL/XP 9/1100;
and lock behind him. The door will be held by a wizard lock spell as if it were Special: breathe water.
cast by a 12th level Magic-User. The magic of the room will be activated.

M154 — Sphinx Room


The character must make a saving throw or be completely dehydrated
and rendered down into an octagonal block identical to the others lining
the room. This effect happens only once per party, no matter how many
times they enter this room. A large statue of an androsphinx stands in what appears to be an alcove.
Party members who succeed in forcing the door will find that their The statue is seven feet tall and weighs 2000 pounds.
companion is gone and may not understand the nature of the octagonal The statue stands atop a mechanism that causes it to rumble aside if a
block in front of them. lever is pulled. Checking the statue, with a successful secret door check
The dehydrated party member may be restored by immersing the will reveal the iron lever concealed in secret panel on the right-hand side
octagon in water, which will cause him to regain his normal form with of the alcove. Pulling the lever will cause the statue to slide aside and a
a loud popping sound. If the octagon is immersed in the filthy water in secret door behind it to open up, revealing the entrance to room M156.
rooms M138, M143, M144 or 1M45, the character will have a permanent There is a second lever on the inside wall that allows the passage to be
green, mottled tint to his skin. If the octagon is immersed in the fountain opened from the other side.
in room M141, the magical agents lingering in that water will toughen
the characters skin, giving him a permanent bonus of 2 to his armor class.
If the dehydrated character’s octagon is damaged or broken, the character M155 — Wedge Garden
will still dehydrate if immersed, but will be dead or seriously injured. If
the octagon is only chipped, as opposed to cracked in half or shattered, This wedge-shaped room is a small courtyard filled with tall grass and
roll a d6 to determine which arm, leg or head has been broken off. A roll wildflowers. Three asps are hidden in the grass. They will attack anyone
of 6 means the dehydrated character has suffered 5d6 damage, but has no who comes within five feet. The asps are located at the point of the wedge,
missing appendages. at the eastern corner of the wedge and in the courtyard’s center.
This area is magically connected to the closet in room M30 (see above).
A teleportation devise transports anyone who steps on the correct flagstone
M153 — The Bath in this garden area to a closet in that room. The enchanted flagstone has
a blue pentagram carved on it, but this marking will be hidden in the tall
A thief successfully listening at the door to this room will hear the sounds grass that grows up around the stone.
of dripping water mixed with someone weeping in a deep, blubbering Characters who drop into this area from the roof, or who wander in
voice. without examining the ground, have a 1 in 6 chance of stepping on the
This room has tiled walls and floor, with a large, stone basin in its center. magical flagstone accidentally. They will find themselves in a closet in
The stone basin has sides two feet high. It is 10 feet across. Water is room M30. In order to reactivate the closet in M30 it is necessary to step
raining down from the rafters, as if there were rain clouds or sprinklers out of it and step back in. The flagstone in area M155 reactivates if a

39
the black monastery
character steps off of it and steps back on. gnashing of teeth inside.
Other members of the party may believe that their companion has been Locked in room M157 is what remains of a former human adventurer
disintegrated or fallen under some other magical fate. Meanwhile, unless named Samuel Knock. His former comrades locked him in this room
they are paying attention, the asps will take them by surprise. weeks ago when he fell under the influence of a cursed amulet that
This garden area was originally planted for growing herbs needed in changed him into a wight. Rather than slay their friend, they lured him to
alchemical experiments. A Druid, Magic-User, or Assassin will note the this room and sealed him in. Under the compulsion of the cursed amulet,
presence of herbs such as belladonna, wolfsbane and other plants and Samuel has spent the past year raging and scratching arcane symbols in
fungi used in making poisons, potions and remedies. These useful herbs the walls of his cell.
have been kept down by the grass, but there is still enough to be harvested Samuel hungers for the life essence of living creatures and will hurl
here that an alchemist would pay 100gp for whatever is left. himself upon anyone who forces open the door. The amulet is still
around Samuel’s neck. It is a silver skull, marked with the teardrop and
3 Vipers: HD 1d6hp; HP 6, 4, 2; AC 5[14]; Atk 1 bite (1hp + pentagram symbol of the Black Brotherhood. The amulet can be removed
poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: Lethal by a remove curse spell, if it is cast within two hours of the moment the
poison (+2 save). victim put it around his neck. It comes off easily if the wearer is slain.
Anyone who puts on Samuel’s amulet will immediately begin to scream
gibberish and tear at his face and clothing. The transformation will be
M156 — The Arrow Room complete 12 hours later. Party members may only save their companion
from a hideous fate by acting quickly to remove the amulet, or the new
This room is part of the hidden, inner sanctum of the Black Monastery. victim will suffer Samuel’s fate.
As it was once sacred to the Black Brotherhood, so it is still sacred to
the cimota who act out their evil deeds like ghostly marionettes. The Wight: HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9;
arrow shape created by this room and room M165 symbolized the black Save 14; AL C; CL/XP 5/240; Special: Drain 1 level with hit, hit
arrow of evil pointing to the supernatural stone in M165, around which only by magic or silver weapons.
the monastery was built.
The walls in this room are made of black stone that extends up the north
corridor toward room M165. They are carved with very large tear and M158 — The Purple Priest
pentagram symbols of the Dark God. The air smells of sulfur, carried
on a slow breeze from the north corridor. Small flickers of flames glitter A human male is sitting in this room, in the lotus position. He is dressed
deep within the black stones, like eyes in the distant darkness. Anyone in a purple robe. His head has been crudely shaved, as if a knife were
who stands in this room in total silence will hear distant whispers, as if the used, rather than a razor. He has two candles lit and set on the floor in
stones were speaking evil thoughts to each other. front of him. A Cleric or Paladin may be able to identify that the purple
Several things happen at once when the party enters this room. A loud robe is the emblem of a minor priestly order with a school about 20 miles
gong will sound. The door behind them will shut and lock, possibly from the Black Monastery.
splitting the party on both sides. A procession of cimota will appear, The man looks up when the party enters. If the party does not attack
floating down the hallway from room 165, chanting curses on all light and him, the man will explain that he is the powerful warrior priest Hahnso the
good in the infernal cant of the Black Brotherhood. Fist, “Famed in all the land for the Fist of Purple Vengeance technique.”
There are 21 cimota in the procession, including 20 standard cimota and Hahnso will offer the party, “A reward of great price,” for recovering
a more powerful cimota leading the procession. The cimota will file into his lost staff. Apparently, a goblin took it while Hahnso was mediating.
room 156, dividing so that 10 of them line each of the east and west walls. In fact, Hahnso is not a priest and has no fighting abilities. He is an
The guardian cimota leader will remain at the corridor entrance. He will ordinary human commoner who has wandered away from his job as
raise his robed arms and speak in a deep, ringing voice, “You were warned handyman at the school after getting kicked in the head by a mule. His
to leave. Now you must be enlightened.” Then the leader will pull back staff is leaning against the wall in room 4, but it has no special powers.
his cowl to reveal two red eyes floating in the air where a human face Any character who watches Hahnso demonstrate his martial arts powers
would be. His 20 followers will do the same before attacking the party. for a few rounds will recognize that he has no training. If Hahnso is
It is unlikely that the cimota will get to finish their procession or speak confronted with his lack of skills, he just barely remembers where he
their dramatic lines. A prudent party will fireball the hallway and attack the came from. If the party retrieves Hahnso’s staff for him, this will confirm
cimota before they can complete even half of their dramatic performance. Hahnso in his delusions. With the staff in his hand, Hahnso will become
Either way, combat ensues. The cimota will pursue the party to the Gates combative, insisting that he is famous and powerful no matter what
of Fear if they are victorious. Unless someone holds open the door back evidence is presented. He will mime casting “spells of great power” upon
into area 154, it is unlikely defeated party members will escape at all. the party to help them on their adventures.
Spells with a wide area of effect that are cast all the way down the hallway The priests at Hahnso’s school will pay a reward of 20gp to have their
to room M165 may have unexpected effects. The sinister, enchanted mad handyman returned to them. Lawfully-aligned characters who help
stone in that room absorbs and amplifies magic, possibly sending spells Hahnso get home will receive a 1000 experience point bonus for this deed
back upon their casters or just soaking up all their power. if they refuse the reward money.

20 Cimota: HD 5; HP 40, 38, 35, 33, 32, 31, 28, 26, 25, 25, 24, Hahnso (normal human): HD 1d6; HP 6; AC 9[10]; Atk 1 staff
23, 22, 21, 20, 20, 15, 14, 13, 12; AC 2[17]; Atk 2 claws (1d6); (1d4hp); Move 12; Save 17; AL L; CL/XP B/15; Special: None.
Move (Fly 12); Save 12; AL C; CL/XP 6/400; Special: Hit only
by magical weapons.
M159 — Goblin Urinal
Leader Cimota: HD 7; AC 2[17]; Atk 2 claws (1d6+1); Move
(Fly 12); Save 10; AL C; CL/XP 8/800; Special: Hit only by A goblin, carrying a quarterstaff, stands urinating in a corner of this room.
magical weapons. The goblin will attack anyone who enters, shouting to his companions in
room M160 for help. The goblins in room M159 will arrive in two rounds
to help their comrade.
M157 — Spiked-Shut Door The party may try to give this staff to Hahnso in room M158, claiming
that they have found his staff. Hahnso will inspect the staff and then
The door to this room has been spiked and nailed shut from the outside. declare, “This staff is a tool of the Dark One!” He will snap the staff in
The word “beware” has been scratched on the door. A thief listening half with what he believes to be an impressive martial arts move, but looks
successfully at the door will detect the sounds of weeping, snarling and rather clumsy to anyone else.

40
the black monastery
Goblin: HD 1d6hp; HP 5; AC 6[13]; Atk 1 weapon (1d6); Move prepare humans for consumption. There are three human corpses in the
9; Save 18; AL C; CL/XP B/10; Special: -1 to hit in sunlight. room; the bodies of adventurers who came to grief in the monastery. The
goblins will attack anyone who enters.
One of the goblins is carrying a small pouch that he took from one of the
M160 — Goblin Rest Stop bodies. The pouch holds a light blue stone on a gold chain. The stone and
chain are an amulet of regeneration. Anyone wearing the amulet against
There are 15 goblins lurking in this room, happy to have gotten this his skill will regenerate two hit points per round. This amulet is capable of
far into the Black Monastery without being eaten, cursed or hideously regenerating even a character who has been slain, bringing him back to life.
transformed. They are resting here after running from a number of larger One of the bodies bears a holy symbol that can identify it as that of
monsters. Five of them are elite warriors who will lead the others in any Norman the Wise, a priest of the God of Light who was very popular
attack. They will rush to help their comrade in room M159. among common people for his kindness and his divine powers.

10 Normal Goblins: HD 1d6hp; HP 6, 6, 5, 5, 4, 4, 3, 3, 2, 1; AC 7 Goblins: HD 1d6hp; HP 6, 5, 4, 3, 3, 2; AC 6[13]; Atk 1 short


6[13]; Atk 1 short sword (1d6) or short bow (1d6); Move 9; sword (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: -1
Save 18; AL C; CL/XP B/10; Special: -1 to hit in sunlight. to hit in sunlight.

5 Elite Goblin Warriors: HD 1; HP 8, 8, 7, 7, 6; AC 6[13]; Atk 1


weapon (1d6); Move 9; Save 18; AL C; CL/XP 1/15; Special: M165 — The Oracle of the Cimota
-1 to hit in sunlight.
It is within this room that the cimota receive the power that sustains
Treasure: Each goblin carries 1d3gp. their unnatural existence. A large green stone dominates the room. It is a
translucent chunk of what looks like green obsidian. It glows with arcane
power. The stone gives off an aura of great age.
M161 — Orc Gambling Hall The oracle stone has been here for over 2000 years, since it fell to the
hill of Mornay from an extra-dimensional rift. Originally, it was black
There are five orcs in this room. They’ve gotten distracted from exploring and was mostly buried in the ground, with only one jagged edge showing
the Black Monastery and are playing dice. They are so distracted that they above the surface. The first members of the Black Brotherhood discovered
don’t realize how far they are from their comrades, who actually believe the stone as the goal of a quest. The Black Monastery was built over this
them to be dead. Any fight that breaks out in room M160 is likely to get stone, to take advantage of its properties. The stone was given power
their attention. The orc may even join in on the side of the goblins in that and hideous awareness by fanatical monks who dedicated and sacrificed
area because the party is blocking their only escape route. themselves to it. So the oracle stone began to glow with power and gained
The gambling stakes are 75sp scattered in piles on the floor. Aside from its current, malevolent awareness.
their weapons, the orcs have two sets of marked cards and two sets of The acts of human sacrifice and other evil deeds associated with the oracle
loaded dice. If the orcs hear a battle, they will leave their silver pieces on stone are what have given the cimota power within the Black Monastery.
the floor here, forgetting them in their sudden realization of how much They are echoes and reflections of the Black Brotherhood and the vile
danger they are in. deeds they committed here. As long as the oracle stone exists, the Black
Monastery will return and the cimota will continue their dark existence.
5 Orcs: HD 1; HP 8, 7, 6, 4, 2; AC 6[13]; Atk 1 scimitar (1d8); The stone has several powers that might affect the party. First, it absorbs
Move 9; Save 17; AL C; CL/XP 1/15; Special: None. the power of any spells cast on or near it, completely draining away even
the most powerful spells to nothing. Characters who bring spells with

M162 — Herb Room


durations, such as protection from evil, will find that their spells vanish as
soon as they enter this room. The caster, if he is the recipient of a spell
that is sucked away, has a 50% chance to identify that the strands of power
This room was once filled with herbs of many different types, kept here have gone into the stone.
in dry storage. There are shelves around the walls, stocked with hundreds Second, the stone retains a well of power that it can use to hurl magic at
of jars and bottles filled with herbs from around the world. Most of these anyone who attacks or tries to move it. The Referee may assume that the
are long ago fallen into dust, but a few of them are still sealed and useable. oracle stone has an almost inexhaustible supply of first through third level
The containers used to have names scratched on them or on labels tied Magic-User spells. These spells are always cast at tenth level. The stone
around them but these have long since worn away or fallen off. Some only uses this well of power when it is directly threatened.
of the sealed jars still contain herbs used in creating poisons. These are Anyone who touches this green stone is placed in contact with beings
sitting on a shelf by themselves and a few of them still have their labels. from the outer planes. It is possible to speak with these beings, who will
There were ingredients stored here to make the poisons mentioned in the answer questions as per a contact other plane spell.
books in room M179. There is a pendant hanging on a peg in the northernmost corner of the
room. The pendant is carved of red jade in the shape of a teardrop. If the

M163 — Goblin Meal


pendant is worn by a person of chaotic alignment and the stone is touched,
the wearer gains one level. Anyone of lawful or neutral alignment who
performs the same action will writhe in agony as the stone drains away
Three goblins are in this room, chewing on what looks like the bones of one level. Each effect will work only once. The pendant is worth 300gp.
one of their former comrades. They will attack anyone who enters. One of When the Black Monastery eventually fades and disappears from the
the goblins is carrying a small wooden box that holds 12 silver arrowheads. campaign, the oracle stone remains. It will be buried in tons of earth
If these are mounted to shafts they will become magical arrows +4. and partly concealed in the foundations left behind. Only the complete
destruction or removal of the oracle stone will end the appearances of the
3 Goblins: HD 1d6hp; HP 6, 4, 2; AC 6[13]; Atk 1 short sword Black Monastery on this plane. Removing the stone will prove difficult
(1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: -1 to hit in both because of its supernatural powers and its great size. The stone,
sunlight. which will revert to black obsidian when the monastery is gone, weighs at
least 30 tons. In addition, over 20 centuries of its existence on this plane
the stone has had time to anchor itself deep within the stones of the hill of
M164 — Goblin Feast Mornay. Even if the party knew how to move it and what its powers are,
it would take the resources of an entire kingdom to dislodge and move it,
There are seven goblins in this room. They are arguing over how best to ending its power to bring the Black Monastery back.

41
the black monastery

M166 — The Sound of Battle M168 — The Fog of War


As soon as the party approaches this area the characters will hear the When the door to this room is opened, thick, magical fog will spill out,
sounds of a large group of people coming from this area. Weapons can be filling an area within 10 feet of the door. The fog obscures all vision,
heard sliding from sheaths and shields clanging against armor. There are including darkvision, beyond five feet. A creature within five feet
heavy footsteps and the sounds of snarls and curses. has concealment (attacks are at -2). Creatures farther away have total
Anyone who comes within 30 feet of the entrance to this room will concealment (attacks are at -4).
perceive the sounds as coming toward him, but the large group of people On the southeast wall of this room, a magical trap has taken on a
never arrives. The sound is only a ghostly whisper of events that happened malignant life of its own. This Trap of the Black Tentacles has survived,
in the monastery years ago. Room M166 is empty and whatever happened grown and become somewhat self-aware. Anyone entering the room has
there left no physical evidence. come within the reach of this new magical creature.
When the black tentacles attack, one attack roll is made each round
against every character in the room. If the tentacles succeed in hitting
M167 — Pickaxe Man a party member, that character takes 1d6+4 damage on the initial
hit and is held motionless by a tentacle. The victim cannot move
A large white X is drawn in chalk on the east wall of this area. The while so held, and can only attack with a dagger, short sword, or
center of the X has been scored with a pickaxe. A dead human lies similarly short stabbing weapon. Held characters take automatic
against the wall, right below the X. There is a pickaxe in the dead man’s damage of 1d6 every round, and are dragged 10 feet further into
hands. the room. There is a chance to break free from the tentacles each
This is what remains of an adventurer who was driven mad by the green round: the Referee should roll 5d6, and if the result is equal to or
stone in room M165. He tried to tunnel his way out of the monastery lower than the character’s strength attribute, the character breaks
but succumbed to exhaustion and starvation and collapsed here. Other free.
creatures have been reluctant to touch his body, believing that the white It is possible that characters outside of room M168 will be unaware of
X is some sort of magical trap or warning. It was actually drawn by the what their comrades are facing. Even if comrades shout for help, it is
victim, who still has a piece of chalk in his pocket. difficult to tell where they are. Entering the room will cause the black
The dead man was a wizard named Tylor the Bright, part of an tentacles to attack new characters on their action each round.
adventuring group that included seven others and has been missing for The tentacles will drag captured characters toward the southeast
at least a month; however, Tylor looks like he has been dead only a day wall, where the mutated spell has its heart. There, the tentacles issue
or so. Tylor’s hands show signs of having been scorched (by prolonged from a black, oozing glob on the wall that pulses with arcane life. The
contact with the oracle stone in room M165). His fingernails are broken oozing glob has multiple mouths full of black teeth. Characters who
and ragged and there are marks where he apparently scratched his own are dragged all the way to this maw may be bitten, taking automatic
face. If the adventurers asked around for rumors before the expedition damage of 1d8 hp in addition to the constricting damage of the
to the Black Monastery, they will know about the disappearance of tentacles.
this party. A dispel magic spell will cause the tentacles to let go of 1d4 targets for a

42
the black monastery
single round. This is long enough for that victim to escape from the room, of the Black Brotherhood. A thick chain loops through both door handles,
if he knows which way the exit is. Attacking and destroying the oozing holding the door shut.
glob at the center of the mutated spell will also kill the creature. There is a door on the southwest wall, concealed by what is left of a
tapestry. It opens into room M174.
Oozing Glob: HD 10; HP 50; AC 0[19]; Atk one tentacle per
living creature (1d6+4 on initial hit, 1d6 thereafter) and 1
mouth per creature up to 5 creatures (1d8); Move 0; Save 5;
AL C; CL/XP 12/2000; Special: one attack per character in
M172 —
area, holds immobile. Abbot’s Secret Worship Chamber
Only the destruction of this glob of mouths and teeth will cancel the The secret door of this room has both a wizard lock spell on it (level 4
spell and allow party members to escape. caster) and a superior quality lock (-10% to pick). A symbol is also placed
Party members who do not escape from this menace will be absorbed on the door’s outer surface, and will explode to deal 5d8 points of damage
by the oozing glob after 1d4 hours. They will be absorbed into the spell’s to anyone opening the door (half damage with saving throw).
mass of seething, sentient magic along with all of their equipment. When the door to this room is opened, the party will feel a cold breeze
The destruction of this arcane creature will not end its existence. It will
rushing out, swirling the smoke from the exploded symbol. This room
reform eight days after its destruction, with its hit points increased to 75
appears to have no ceiling. Instead, the ceiling opens onto a starry sky.
(although still attacking as a 10HD monster). There may be some other
The stars overhead do not match the sky over the Black Monastery. A
way to permanently destroy this malignant new life form if the players
thin, blood-red crescent moon hangs in the eastern portion of the sky. This
think of a creative way to do so.
scene never changes, even when it is daylight outside. There are bones
and pieces of black robes scattered about the room, lying amidst what
M169 — Shocking Puddle must surely be old blood stains.
This is a portal to the eternal night of an alien world, the Plane of
Damnation ruled by the Dark God himself. The name of this world is
A puddle of clear water fills this area. The water is only a few inches
Belial, and the Dark God rules it in the form of a cruel, beautiful woman.
deep, but it carries a powerful, electrical charge. Several months ago, an
The Dark God instantly knows every creature that enters the world of
adventurer dropped a malfunctioning magic ring into the water. The ring’s
Belial, including the ability to read thoughts and, in some cases, to control
original function was to deliver an electric shock when used to touch an
minds.
enemy. However, instead of discharging on command, the ring fires off
whenever it is jostled or when it makes contact with metal, shocking both This room was the secret inner sanctum of the abbot of the Black
the target and the wearer for 1d8 hit points of damage. Monastery. Here, the abbot was able to commune with the Dark God by
Each character walking through the water has a 25% chance of stepping on opening his mind to the night sky of an alien world. This process drove
the ring. When this happens the entire puddle, and anyone standing in it, will the abbot insane, but it also gave him the ability to see far away people
be jolted for 2d6 points of damage, with no saving throw (the extra damage is and events. It also allowed him to use the treacherous cunning of the
due to the water’s adding power to the jolt). The ring currently holds 24 shocks. Dark God himself. Only the innermost circle of the Black Brotherhood
The ring can be spotted in the water, but only if a player states that was allowed to know of this room and its function. They included Kran
his character is examining the puddle. The ring also discharges if it is the Dungeon Master, Sacavious, Doctor Brutus and the eight Scribes of
picked up or moved with a tool. Once it has been taken out of the water Iniquity.
and dried, the ring might prove useful to a character who is immune to Abbot Asmodeus gained his powers from this room, but he also met his
electrical attacks if it is carefully handled. The ring will still shock both
the wearer and the target each time it is used.

M170 — Main Dormitory


This room was the main sleeping quarters for the majority of the Black
Brotherhood. There are 43 beds, each with a small chest at its foot. From
the doorway, it is possible to see that all of the beds are occupied, with
ragged sheets and blankets covering the occupants.
There are corpses lying in 30 of the beds. These were human explorers
and adventurers who fell prey to the room’s guardians. Something has
caused these bodies to dry out and shrivel rather than rot. It is apparent
that most of these bodies have been here for some time.
The other 13 beds are occupied by cimota. If any of the beds is disturbed
the cimota will spring up and attack. Beneath one of the beds is a silver
bastard sword +2. Under another cot is a small coin purse that functions
as a bag of holding. This bag weighs 35 pounds and will seem incredibly
heavy to anyone who picks it up, revealing its unusual nature.

13 Cimota: HD 5; HP 30, 28, 27, 26, 24, 23, 23, 20, 20, 19, 19,
18, 16; AC 2[17]; Atk 2 claws (1d6); Move (Fly 12); Save 12;
AL C; CL/XP 6/400; Special: Hit only by magical weapons.

M171 — Entrance to the


Shrine of the Dark God
The entrance to this room is a set of giant double doors constructed of
thick oak. The doors are carved with the teardrop and pentagram symbol

43
the black monastery
fate here. On the night the Black Monastery immolated and disappeared,
Abbot Asmodeus came to this room to seek shelter with the Dark God.
He believed that his deeds of evil would earn him a high place among
M173 — Ghostly Melancholy
the immortal servants of Belial. He was wrong. When Asmodeus cried An aura of deep sadness fills this room. This aura is strong enough to be
out to the Dark God his pleas were answered with laughter. Demons tore felt by anyone who passes by the closed door. The ghosts of intruders who
the abbot apart, scattering his bones about the room. The soul of Abbot have died in the Black Monastery are trapped here, held prisoner in death.
Asmodeus is now a black worm, living in torment in the lowest cess pits If the party enters the room, several ghostly apparitions will rise from
of the Dark God’s citadel. the floor and stare at them in silence. If any party members have died in
Anyone who climbs the walls or uses magic to fly through the ceiling the monastery it will be their ghosts that rise. The dead may be freed from
will discover that he is standing over a black pit on a desolate plateau. this room by a successful dispel magic spell against a 12th level caster.
Any creature that enters this place will feel his life draining away into the This will cancel the dimensional anchor for an hour, allowing a great rush
night. A character loses one point of constitution – temporarily – for each of ghosts to rise from the floor and through the ceiling. An hour later,
minute spent here; the points are regained at a rate of one per turn (ten the magical effect takes hold again, trapping the dead in this room. There
minutes) provided the character leaves before constitution is drained to 0. is a total of 12 apparitions, 7 of which are harmless, and 5 of which are
If constitution reaches 0, the character dies. strangling ghosts (see sidebar for description).
Entering the room summons a powerful (6th category) baalroch demon
from the other world. This monster will fly down from the night sky 10 5 Strangling Ghosts: HD 5; HP 35, 32, 21, 20, 15; AC 0[19];
rounds after the party enters the room. If it finds anyone in the room who Atk 1 strangulation (save or die in 14+1 rounds); Move (Fly
is not a sworn servant of the Dark God, the demon will attack and fight 12); Save 12; AL C; CL/XP 7/600; Special: Magic Resistance
to the death. It will not pursue opponents who run from the room further (50%), magic or silver weapon required to hit, strangles (if
than the corridor just outside of M172. When all enemies are dead or hit, save or die in 1d4+1 rounds).
gone, the demon will close and lock the door and return to the night sky
overhead.
Any search of the room will almost surely be interrupted by the demon’s
arrival. Searching afterward might prove difficult. The bones and torn
M174 — Idol Worship
robes scattered about the room are all that remains of the mortal form of In the center of this room is an idol of a demonic figure, cut from red
Abbot Asmodeus. Among the torn skeletal limbs is a gold ring, bearing stone. The idol’s eyes are only stone, but they seem to glint, as if the idol
the teardrop and pentagram symbol of the Black Brotherhood. This was is looking back. The demon is in the form of a vast minotaur with great,
Asmodeus’ signet ring. It is worth 500gp. There are also a gold necklace spreading bat-wings, holding a whip and a sword. Although the party
and pendant among the bones. The pendant bears the abbot’s personal may not recognize it, this is an image of the baalroch demon that guards
symbol of a burning skull. The necklace and pendant are jewels worth room M172.
1000gp. A censer of wraith-summoning lies among the torn robes as well There are several human skulls in this room, along with their scattered
as a gem of seeing. bones. Anyone who meets the idol’s eyes will feel the strong desire to
There also one black coin lying in the room. This is a disc of adamantite, stay in this room and worship the fiendish idol forever. A saving throw is
a metal that is rare in the prime material plane but common in the world required to suppress this desire.
of Belial. Party members who look into the eyes and fail this saving throw
The censer of wraith-summoning acts in the same manner as a censer immediately bow and begin to praise, “He Who Is Most Dreadful.” Other
of controlling air elementals, but calls forth a wraith rather than an party members may drag their companions away from the idol, giving
elemental. The chance of losing control of the wraith is the same as it is them saving throws on every round spent away from the idol’s influence.
for an elemental. A character who has failed the initial saving throw, but succeeded in
escaping by a second saving throw, will automatically be enthralled
Baalroch Demon (Balor): HD 9 HP 72; AC 2[17]; Atk 1 sword again if he enters this room. The bones on the floor belonged to three
(1d12+2) and 1 whip (entangles); Move 6 (15 fly); Save 6; adventurers who wasted away worshipping the idol a century ago.
AL C; CL/XP 13/2300; Special: Magic Resistance (75%),
surrounded by flame (3d6), magic weapon required to hit,
unaffected by spells from casters lower than 6th level.
M175 — Dental Advice
A glowing green monk rises from the floor when this area is approached.
He shouts, “Always floss! Brushing isn’t enough!” in a deep and ominous
Strangling Ghost voice and then sinks back into the floor. This apparition may rise from the
floor on subsequent visits, always giving useful advice on dental hygiene
before sinking back down.
Hit Dice: 5
Armor Class: 0[19]
Attacks: Insubstantial strangling (see below)
Saving Throw: 12
M176 — Empty Room
Special: +1 or silver weapon required to hit; magic This chamber is empty when the party finds it.
resistance 50%
Move: (Fly 12)
Alignment: Chaotic
Challenge Level/XP: 7/600
M177 — Empty Room
This chamber is empty when the party finds it.
These apparitions are similar to banshees, but instead of screeching
they can attack only a single opponent at a time, strangling the victim
with insubstantial hands. If the attack hits, the victim must make a
saving throw or die within 1d4+1 rounds. A remove curse spell will M178 — The Ruined Library
break the creature’s hold during this time period. Protection from
evil spells will hold these creatures at bay. Anyone strangled by a This room once held several thousand books and scrolls. Now it
strangling ghost will rise as a strangling ghost within 1d6 days. holds ripped and moldering parchment piled about on and in front of
bookshelves. The few fragments which are still legible were written in
the infernal cant of the Black Brotherhood. A read magic spell will reveal

44
the black monastery
eight total. The cimota will pursue any characters that flee from this battle
anywhere in the Black Monastery, with guardian cimota continuing to
appear as long as the pursuit lasts, to the maximum number.

Leader Cimota: HD 7; AC 2[17]; Atk 2 claws (1d6+1); Move


(Fly 12); Save 10; AL C; CL/XP 8/800; Special: Hit only by
magical weapons.

M183 — Talking Door


The door to this room has a large human nose, mouth and eyes. The nose
is in the middle of the door, the mouth is on the lower half and the eyes are
near the top. When the party approaches the door it will introduce itself
as Arknobus (ar-NOB-us).
If the party is polite to the door, Arknobus will be willing to open for
them. If the party is rude or insulting, Arknobus will refuse to open unless
a party member gets down on his knees and begs. If Arknobus is attacked
in any way the door will begin screaming. The door’s screams will attract
1d4 groups of wandering monsters.
Arknobus likes to chat about what might be in the room behind the door.
mad raving and blasphemies, but nothing of any use. “Nothing!” he will insist. “Nothing at all!” Arknobus is not lying, but the
It is possible to shift through the ruined books, looking for treasure. door’s denials might make the party try to batter it down. The chamber
There is still a 150gp gem hidden in a pile of scraps. Under a stone in the beyond is empty. “I told you there was nothing behind me! Nothing at
northeast corner is a hidden niche that requires a perception skill check all! Now you’ve insulted me!”
DC 30 to locate. It holds a manual of quickness. In spite of his sentience and his large nose, Arknobus is no stronger than
any other door in the Black Monastery. If the party gets tired of listening

M179 — The Unholy Study to him, they can just destroy the door. No matter what the party does to
Arknobus, he will reappear in his original position eight days later.

This room was set aside for members of the Black Brotherhood to study
and contemplate ways to be more evil. The rotted remains of books and
scrolls are piled about the floor, in between broken pieces of tables and
M184 — Singing Iron Maiden
benches. An iron maiden stands in the center of this room. The torture device
A book with the title Tome of Poisons is in bad shape under a pile of other is singing opera and popular show tunes, accompanied by two orcs on
manuscripts, but it is still legible. It gives the formulas for an alchemist mandolin and lute. On the floor nearby are a fiddle, harp, lyre, flute and
to brew various poisons; the ingredients for all of the poisons in this book several drums amidst a dozen skeletons from creatures of various races.
can still be found in room M162 (see above). These orcs are not willing participants. They were trapped here by
the enchanting power of the iron maiden. Anyone who enters the room

M180 — Empty Room must succeed on a saving throw or join the act. Party members who fail
the save will pick up instruments and begin to play. The enchantment
includes the ability to play whatever instrument is picked up. If there are
This chamber is empty when the party finds it. no instruments available, victims can always sing along.
Dumping over the iron maiden stops the music but also releases a

M181 — Frightening Apparition


thunderous scream that will deafen anyone in the room for an hour unless
a saving throw is made. Victims who do not escape this trap will play
until they die of exhaustion or thirst.
This room is empty except for the frightening apparition of a minotaur. If the orcs are released from the iron maiden’s power, they are in no
This beast will leap from the shadows in the back corner, roaring a condition to fight. Instead, they will fall unconscious from exhaustion and
challenge. The illusionary minotaur will disappear the instant a party remain that way for the next eight hours. If the party heals the orcs, or is
member makes an attack on it. otherwise kind to them, they will volunteer to join the party. The orcs will
happily fight against any former comrades they meet, since it was their
comrades who left them to their fate.
M182 — Cimota Treasure Room Beneath the iron maiden is a small, magical key. This key is enchanted
to fit and open any non-magical lock. However, if the key is turned in
The walls and floor of this room are covered with glowing green contact a magical lock there is only a 50% chance that the key will work, and a
poison that pulses with luminescent evil. Touching the substance requires 50% chance that it will break off in the lock, ruining the key and possibly
a saving throw or death will occur in one hour (6 turns). jamming the lock as well.
There are bags of coins piled around the room, along with other items.
The bags hold 5760cp, 2500sp, 1500gp, 157pp, 22 x 100gp gems and 13
pieces of jewelry worth 200-800gp each. There are three suits of jeweled M185 — White Cloud
chainmail (300gp each), two suits of lacquered +1 black plate armor,
seven jeweled maces (200gp each), a +1 mace, and two high-quality A cloud of white mist floats in the northwest corner of this room. The
longswords that glow but are not otherwise magical. In addition, there is cloud is what remained when a wizard was vaporized by a disintegrate
a pair of gauntlets of swimming and climbing, a horn of blasting (usable spell in this room a decade ago. The cloud is semi-aware. It feels a great
only 6 times before breaking, and has no effect within the monastery), a hunger for magic, which sustains its existence.
robe of blending and a wand of fear. The cloud will drift toward the party in a shape that expands from five
Touching any of the treasure in this room immediately summons four feet to ten feet in diameter as it moves. The cloud’s base movement is 10
cimota leaders. Each round the battle with these cimota goes on there is feet per round and it cannot run or take any other action other than move.
50% chance that another guardian cimota will appear, to a maximum of It will move toward the party member with the most magic items or other

45
the black monastery
magical auras.
If the cloud succeeds in enveloping a member of the party it will
permanently drain the magical energy from one item, determined at
M189 — Grave Matter
random. The cloud will not be satiated by any quantity of magic, and The door this chamber opens very slowly, resisting all efforts to push
will continue to drain magic items of their power once per round until the it open faster. There is a stone coffin on a dais against the far wall. The
party flees. Spells cast at the cloud will only feed its hunger. A continual coffin is open and empty. The words “Here Lies Koth” are scratched on
light spell will halt the cloud and render it harmless for three days, during the wall above the coffin. Behind the coffin, between it and the back wall,
which time it will return to its lair. The cloud will slip under the door and is a beautiful rose made out of glass. The rose is worth 80gp.
pursue the party for 1d10 minutes before turning back. No one named Koth is associated with the Black Monastery. Close
examination of the inscription will reveal that it is crude work and was

M186 — Safety Hazard


probably made with a chisel. The glass rose was placed here by another
adventuring party who intended to come back and get it. They never did.

There are several coils of very old rope in this room, along with twine
and spools of thread hanging on racks along the walls. There are the
bodies of an elf and human, wrapped in twine and rope, lying against one
M190 — Burnt Sacrifice
wall. Skeletons of several orcs and a dwarf are also in the room, bound The lintel and posts around the doorway to this room are blackened by
up in thread and twine. some sort of arcane fire. The room is empty except for a dead raven,
If anyone enters the room the ropes, twine and thread will lash out and tossed into a corner of this room. Examination will reveal that the bird
attempt to ensnare the victim, holding him fast unless he manages to break was killed by fire, as its feathers, beak and eyes are scorched to ash. This
free (saving throw at -1). Subsequent saving throws to escape are possible, creature was a sorcerer’s familiar. It was killed a week ago by the magical
but at a cumulative additional -1 penalty for each attempt up to -10, when trap that protected the doorway. Its master survived the blast and left the
the victim will simply be held too tight to move. There is enough material body behind.
in the room to capture four medium-sized creatures.
The magical bindings can be cut away with an ordinary knife, provided
the person doing the cutting can avoid being caught each round. A
powerful fire attack, such as a fireball spell, would destroy any of the
M191 — I’ve Got A Secret
ropes, twine or thread it touches. Party members who cannot break free This room is empty, but a loose floor stone conceals a small chest. The
and have no one to help them are doomed to end their days in this room. chest holds 20 ruby teardrop gems, each about the size of a thimble. They
The elf and human were adventurers from a nearby city who have are worth 20gp each as gems, but the buyer will probably be displeased if
been missing for more than a month. They are Hophni and Phineas, an he finds out their magical powers by accident. If these ruby teardrops are
adventuring duo that was last seen months ago. The elf has a wand of thrown or otherwise handled roughly, each one will burst into a cloud of
magic missiles. The human has a dagger +3 in his boot. He was also red smoke with a 10 foot radius. The cloud lingers for three rounds. Any
carrying a sack that contains 25sp and 36gp. living thing caught in or passing through the cloud suffers 2d6 points of
acid damage with no saving throw.

M187 — Orich Dispute


Loud voices can be heard arguing in this room. The voices are arguing
M192 — Room of Clay Pots
in orcish over which orc has the toughest reputation. The sounds cease as There are four sealed clay vessels in this room. They must be shattered
soon as the door is opened and begin again as soon as it is closed as long in order to open them. The first vessel holds a black skeleton which will
as there is no one in the room. instantly assemble itself and attack. The second vessel holds only ordinary
water. The third vessel releases a black cloud. This cloud will attach

M188 — Gymnasium
itself to one random party member and rain on him for d100 minutes.
The fourth vessel releases a pillar of smoke that forms into the shape of a
woman. The smoke woman will chant for 1d4 minutes in a language that
This room was used by members of the Black Brotherhood for exercise sounds like elvish, but is not, then she will dissipate.
and weapons training. The training gear is long fallen into piles of dust
and scraps. This rubbish helps to conceal the refuse fallen from the spider Black Skeleton: HD 6; HP 25; AC 4[15]; Atk 2 claws (1d4);
webs in the rafters. There are 11 giant spiders lairing in this room. These Move 12; Save 11; CL/XP 6/400; Special: shriek causes fear.
creatures are even larger versions of the normal giant spider. They do most (Please see sidebar on page 46.)
of their hunting by scrambling out a hole and onto the ruined monastery’s
roof, but they will regard an adventuring party as a welcome meal.
A battle with the party might attract up to a dozen more of these creatures M193 — Giant Crawling Hand
who are currently lurking out on the rooftop. Each round of combat, there
is a 25% chance that one of these 12 will enter and join the fight. When the door to this chamber is opened a large hand, obviously chopped
There are mostly rat bones in the webs, as well as some bones from from a giant, will scramble toward the party. The hand will attack, trying to
humans and orcs. Scattered and trapped in the webs are 38cp, 47sp, grapple and squeeze an opponent. It regenerates like a troll and can detect any
159gp, 13pp, 18 gems worth 10-100gp and a gold-covered helm with a living creatures within 60 feet, including invisible ones. The hand is very fast
roaring lion face on its visor. The helm is worth 850gp. and moves about much like a four-legged creature. The hand is aggressive and
will pursue party members for at least five minutes after they run away. The
Really Giant Spiders (8ft diameter): HD 5+2; AC 4[15]; Atk hand must be burned or melted with acid in order to stop its crawling rampage.
1 bite (1d8+2 + poison); Move 6; Save 12; CL/XP 8/800; One of the giant fingers is wearing a large gold ring, equivalent to an
Special: venomous bite (lethal). armband on a human. This is one half of a pair of bracers of defense AC
2[17]. The other half of the bracer set can be found lying amidst the bones
Hit points of the spiders present: 40, 36, 32, 29, 26, 26, 25, 24, on the floor of room M202 (see below).
23, 20, 18
Hit points of “reinforcement” spiders (determine randomly Giant’s Hand: HD 5; HP 26; AC 2[17]; Atk 1 squeeze (1d6);
on d12 to see which enters): 35, 35, 34, 33, 31, 30, 25, 20, 20, Move 12; Save 12; CL/XP 6/400; Special: regenerates, inflicts
19, 18, 18. automatic damage after first hit.

46
the black monastery

Skeleton, Black
Hit Dice: 6
Armor Class: 4 [15]
Attacks: 1 weapon (1d6) or 2 claws (1d4)
Saving Throw: 11
Special: Shriek
Move: 12
Alignment: Neutrality
Challenge Level/XP: 6/400

A black skeleton is a 6-foot-tall skeleton with glistening, black


bones, seemingly constructed of blackened steel. Small red
pinpoints of light burn in its hollowed eye sockets. Black skeletons
wear any clothes or armor they had in life, and some still carry their
gear and weapons. A black skeleton can shriek a hellish sound that
causes fear (save avoids).
Black skeletons were first encountered in a large-print publication
in the corridors of Rappan Athuk, The Dungeon of Graves. (See
the modules RappanAthuk 1–3 from Necromancer Games.) The
first appearance of black skeletons in print was in the manuscript
and very small print run of The Black Monastery. The Black
Brotherhood created these undead warriors as the special guardians
of their monastery and the dungeons below. They are also
frequently associated the demon prince Orcus and those who follow
his hideous cult.
Much more powerful than standard skeletons, these minions of
evil are often employed as guardians or protectors to keep sealed
some ancient knowledge best left undiscovered. They are intelligent
monsters and are not subject to the mindless commands that can be
given to such undead as skeletons or zombies. They have a clear
mind, and sometimes go against the commands and wishes of those
they serve, if it benefits the black skeleton in question.
Black skeletons are the remnants of living creatures slain in an
area where the ground is soaked through with evil. The bodies of
fallen heroes are contaminated and polluted by such evil and within
days after their death, the slain creatures rise as black skeletons,
leaving their former lives and bodies behind. Black skeletons are
intelligent and do maintain some memories of their former lives.
Black skeletons wear any clothes or armor they had in life, and
some still carry their gear or weapons (most discard their weapons
in favor of two shortswords as soon as they can).
Black skeletons attack with two shortswords in battle with
little more than the intention of cutting their foes to pieces. They
are intelligent opponents and will use tactics during battle, often
sending several of their number against a foe’s front, while the
others move into position to flank their adversaries. Black skeletons
are smart enough to know when the battle is lost and withdraw from
combat, though rarely. Most simply fight to the death, driven by
some unseen hatred for the living.

Copyright Notice
Authors Scott Greene and Bill Webb.

M194 — Whipping Boy (or Girl)


The sound of a man being given a severe whipping comes from
within this chamber. The first person to enter will feel the lash of an
invisible whip for 1d6 damage, leaving a red welt across his face.

M195 — Dripping Room


This room is damp and the walls drip with a dark reddish brown liquid.
This liquid drips from the walls and pools on the floor in a puddle two
inches deep. The liquid is not blood. It tastes like rusted metal.

47
the black monastery
At the bottom of the boiling vat is a silver nightcap of deep rest. This
M196 — Bronze Minotaur cap is enchanted to permit the wearer to function normally with only 1d4
hours of sleep per night. If this skull cap is worn for more than one month
A bronze minotaur is standing in the corner behind the door in this room. it will affix itself permanently to the wearer’s head, binding into the skull
An illusionary image of the same minotaur appears to be across the room in such a way that forced removal would kill the wearer.
when the door is opened. The illusionary minotaur will roar and advance

M200 — Main Chapel


on the party.
The actual bronze minotaur will attack from behind when a party
member enters the room. If this minotaur is defeated it will assume
gaseous form and float up to the ceiling. There, it will rain down 200- This is where the members of the Black Brotherhood would assemble
400gps onto the floor. Note: the bronze minotaur has a better armor class, for meetings and ceremonies. New members would be inducted into the
has 25% magic resistance, and breathes fire, but is otherwise identical to order in this room after passing through the initiation rituals. This was
a living minotaur. also where a number of the brothers took refuge just moments before the
Black Monastery immolated and disappeared in arcane fire. Their bones
Bronze Minotaur: HD 6+4; AC 2[17]; Atk 1 Head butt (2d4), are scattered about beneath the pews in this room, where cimota now act
1 bite (1d3) and 1 weapon (1d8); Move 12; Save 11; CL/XP out their roles.
6/400; Special: breathes fire for 1d6hp (automatic hit), 25% This huge room is bathed in subdued, red flickering light. The source
magic resistance. of this light is a stone alter on a dais that appears to be burning. There are
33 cimota in the room, sitting two or three to a pew. They are chanting in
the infernal cant of the Black Brotherhood. They are led by a large leader-
M197 — No Rest for the Weary cimota that floats over the burning stone alter. The cimota will not attack
unless a party member makes a loud noise or takes any other action that
Random shouts and screams can be heard from this room, but it is empty. disturbs the ceremony.
Characters who linger in this room longer than a few minutes will begin If the ceremony is disturbed the leader will turn to the party and shout
to hear the shouts and screams in their heads. This is an after-image of “Desecration!” Then the leader will step up onto the altar and begin to
the evil deeds done in this room centuries ago. It has no immediate effect hurl bolts of black energy at the intruders. The bolts spring out of the altar,
on party members other than to make it very difficult to rest in this room. which is the source of their power. The bolts strike unerringly, always
Anyone who spends eight hours in this room will have the voices in his hitting any target the leader can see from the dais. The leader throws two
head permanently, causing the victim to have to succeed on a saving thow energy attacks per round until he is slain. These bolts inflict 2d10 damage
at -2 each round in order to take any action. The voices will also make per attack (save for half damage). The other 32 cimota will surge toward
it very difficult to get eight hours of uninterrupted sleep, causing spell- the party as their leader bombards the intruders.
casters to start losing one spell from their memorized spell slots per week. The wall behind the burning altar is painted with a mural of moons,
This effect is cumulative. A combination of a remove curse and dispel stars and planets that appear from the main floor to be circling the burning
evil spells, cast within one minute of each other, is required to release the altar. These celestial bodies glimmer gold, silver and obsidian, reflecting
victim from this misery. the flames. Two of the stars on this mural are not painted; they are glass.
They are view ports that allow someone in room M214 to watch the
chapel. The view ports work only one way – anyone looking through
M198 — Summoning Room from the chapel will see only frosted glass.
A search of the room will reveal the charred bones of two dozen members
This room is empty when the party discovers it, but not for long. The of the Black Brotherhood, kicked and scattered underneath the pews.
entrance is trapped with a powerful summoning spell that will conjure a These initiates and lesser members of the order fled to this sanctuary
rust monster to attack the party one round after they shut the door. rather than face the final assault on their monastery. Their Dark God was
Adventurers who shut the door to room M198 in disgust will hear a displeased by their lack of zeal. When the Black Monastery burst into
loud thump on the other side of the door one round later. This is the rust flames and disappeared, these lesser minions of evil were burnt to cinders
monster trying to get at the metal items carried by the party. If the party and left where they fell. There are 37 gems (10gp each) in amongst the
opens the door again to check out the noise, the rust monster will barge burnt bones as well as a strand of prayer beads with eight beads remaining
against the door as soon as it is unlatched, forcing it open and surging out see below) The remaining beads are three beads of blessing, two beads of
to get at the party. healing, two beads of karma and one bead of smiting.
The first magic missile spell cast at this monster will fail because of the The burning altar casts light and shadows, but gives off no heat. It is
magic item it is wearing round its neck (over time, the item has built up inscribed with the teardrop and pentagram symbol of the Dark God. A
lots of power beyond its normal 10% chance to stop a spell). character who searches the altar will spot a deep crack around the base;
The rust monster will disappear when it is slain, but its gold collar will probing the crack will reveal that there is a hollow space underneath
remain behind. This is a heavy, gold torc in the shape of a double-headed the altar, but the altar weighs 500 pounds, so shifting it will pose an
dragon. The torc takes up the spot of a necklace but it functions as a ring engineering problem.
of magic resistance 10%. Beneath the altar is a hollow space containing 88x100gp rubies; one for
each full member of the Black Brotherhood. These gems are all infused
Rust Monster: HD 5; HP 22; AC 2[17]; Atk 2 antennae (0); with the nature of their former owners, giving them a slight aura of evil
Move 12; Save 12; AL N; CL/XP 5/240; Special: Cause rust. and Chaos. This will not affect their value to a buyer who is unaware of
their history, but it might have further unpleasant effects on future owners.
The string of prayer beads is a strand of magical beads, each of which
M199 — Candle Making Shop may have a different function. The beads disappear when used. A bead of
blessing casts a blessing of powerful effect, serving to add +1 to the attacks
Much of the furniture and equipment in this room is covered with of all allied characters and also to act as a protection from evil spell upon
spattered wax. There are dipping vats, drying racks and wooden paddles each (the effect lasts for 1d6+1 turns). A bead of healing cures all damage
for stirring wax. One of the vats is still filled with boiling wax. that has been suffered by the individual on whose behalf the bead is used.
The vat with the boiling wax is under a mild enchantment that causes it A bead of karma grants a +2 to all saving throws for a 24 hour period to
to heat up its contents whenever it is filled with wax. Touching the boiling the individual prayed for. A bead of smiting allows the Cleric (not another
wax is enough to burn a character for 1d4 damage. Immersing a creature person) using it to attack with a +2 bonus for a period of 20 turns (200
in the boiling wax will cause 3d6 points of damage per round. Anything minutes) and to automatically hit undead creatures without the need for
dipped into the wax will emerge with a coat of white wax stuck to it. a to-hit roll.

48
the black monastery
32 Cimota: HD 5; HP 40, 38, 37, 33, 30, 28, 27, 26, 25, 24, 23, “Hello, friend,” says the bald man. “You are welcome here but I must
23, 22, 22, 21, 21, 21, 21, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, warn you not to trifle with the enchantments in this place. Anyone who
18, 17, 16, 14; AC 2[17]; Atk 2 claws (1d6); Move (Fly 12); walks around the corner behind me is doomed.”
Save 12; AL C; CL/XP 6/400; Special: Hit only by magical If the bald man is questioned about what doom awaits the party around
weapons. the corner he answers with a cryptic voice, “You shall see! Heed my
words!”
1 Leader Cimota: HD 7; HP 31, AC 2[17]; Atk 2 claws (1d6+1); If a character walks around the corner he will be transported two minutes
Move (Fly 12); Save 10; AL C; CL/XP 8/800; Special: Hit only into the future. To his fellow party members it will look as if the character
by magical weapons, throw bolts of energy (2d10, save for has been disintegrated.
half). “I tried to warn you,” says the bald man. “Now your friend has paid the
price.” Then he will disappear.

M201 — Art Gallery


Party members may believe their companion has been disintegrated,
failing to recall that that a disintegrate spell leaves behind all equipment
carried by a victim. Two minutes later, the party member will reappear,
Three oil paintings hang on the south wall of this room. Left to right, unharmed, with no sense that any time has passed.
they depict a painting of the front of the monastery, a small gathering of
misty figures around a fire and an alchemist creating a block of solid gold.
Although these paintings are well done, they are in very poor condition,
making their value only 5gp each. The paintings each weigh five pounds.
M205 — Chaos Key
A carpet once covered the floor. Now the carpet is just sections of A gold key hangs from the western wall in this room. The key is an
burgundy tatters here and there. There is a dancing longsword +2 illusion that serves as a lure. The second party member to enter the room
under one large section of carpet. This weapon was dropped here by an will be teleported just outside the back gate of the Black Monastery,
adventurer when he was stunned and then forced to run away in a battle standing in front of the portcullis, looking in to room M123. Every other
against guardian cimota. It has lain here ever since. even numbered party member who enters will also be teleported, leaving
their odd numbered companions behind.

M202 — Troll Hoard A deranged and quite angry quillan warrior is lurking in a bend around
the curve of the south wall. This beast will leap to attack the party as they
There are three trolls seated in this room. They are gnawing on the
bones of their most recent victims and are hungry for more. At first, they
will look up in surprise when the party enters, wondering what would dare
disturb them. When they see it is a party of adventurers, the trolls will
Quillan
leap up and attack. Hit Dice: 2
This room is piled with a large number of bones of humans, elves, Armor Class: 9[10]
goblins, orcs and other creatures. The trolls prefer two-legged prey and Attacks: 1 sword (1d8+3)
will seek it in preference to other creatures. They will fight to the death Saving Throw: 16
and will pursue anyone who runs away for at least five rounds. Special: Sharp swords, cause confusion
Move: 12
3 Trolls: HD 6+3; HP 35, 27, 25; AC 4[15]; Atk 2 claws (1d4), Alignment: Chaotic
1 bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: Challenge Level/XP: 3/60
Regenerate 3hp/round.
The Quillan are apparently some sort of sub-species of humanity,

M203 — Demonic Fountain


perhaps changed by some ancient Chaotic magic, or perhaps they
have been servitors of Chaos from the dawn of the human race. In
any case, these huge, tattooed berserkers are clearly linked to Chaos
There is a demon face carved into the southern wall in this room. The at a fundamental and perhaps supernatural level. Coming too close
carving is approximately six feet tall. Water is spurting from the demon’s to them (melee combat range) risks the effects of a confusion spell
open mouth. The water arcs through the air and hits the floor in the middle (saving throw applies). Quillans are, for all meaningful purposes,
of the room, where it drains into several holes at the foot of the north wall. violent and insane, although they work together in tribes, hordes, and
To the left of the face is a stone table with two crystal vases resting on it. clans. Utterly wild, they seldom wear clothes other than sometime
One vase is filled with clear liquid. The other is filled with white powder. If garbing themselves in untreated hides or animal furs, and they have
the contents of these two vases are poured into the water coming from the face, a terrifying appearance, standing almost 8 feet tall and covered in
the water will turn deep red and the demon face will open its eyes and speak. writhing skin tattoos. Although quillans do not have any formal battle
According to the demon, whose speech will be somewhat slurred by training, some of their “leaders” will have more hit dice and better
the red liquid pouring out of its mouth, drinking the red liquid will bring fighting ability than the normal warriors. These elite warriors are not,
riches to whoever tries it first. however, necessarily in any position of authority or command over the
If a party member takes the demon’s advice, the character who drinks other barbarians; they are simply more dangerous killers spawned by
from the red liquid must succeed at a saving throw or lose one point from an utterly violent and chaotic race.
a random characteristic. A successful save adds one point to a random Quillan swords, by some means, are forged with great beauty
characteristic. This effect will only work on the first try. After that, the red and artistry, and have unnaturally sharp edges. A quillan warrior
liquid fades back to ordinary water and the demon face will not speak again. attacks with a to-hit and a damage bonus of +3. In the hands of
The two crystal vases are worth 20gp each. The water and white powder a regular human, the sharpness will last no more than 1d4+2
are worth 3gp each to an alchemist. attacks before the edge is lost.
Any successful mind-controlling attack against a quillan will
kill the creature.
M204 — One Born Every Minute NOTE: the Quillan described in the module is one of the elites
– refer to his stats in the stat block, not to the general statistics in
As soon as a party member walks around the corner and into this area this sidebar.
he will be met by a short, bald man, dressed in the clothing of a wealthy
merchant. The man will greet the character cheerfully.

49
the black monastery

appear. If the rest of the party delays entering the room, the unfortunate
character who is teleported to this battle may be in trouble. M208 — Dead Dwarf
Quillan Warrior-Chief: HD 7; HP 35; AC 9[10]; Atk 1 (+3) sword A dwarf lies dead in this room, apparently slain by the dozen arrows
(1d8+3); Move 12; Save 9; AL C; CL/XP 8/800; Special: Sharp sticking out of his back. The dwarf is wearing a silver horn around his
(+3) sword, cause confusion. neck. It is a horn of the stag.
If a party member blows the horn of the stag, a large white stag, equal

M206 — Kobold Cooks


to a light war horse, will appear to serve him as a mount for the next eight
hours. The horn will function three times. The fourth time the horn will
summon a white lion, which will do its best to tear apart the person who
Smoke is creeping out from under the door to this room. Inside, a dozen blew the horn.
kobolds are trying to roast a pig in a fireplace. The kobolds do not know The dwarf is unknown to the party, but a dwarf will note that his tunic
how to work the fireplace flue and are coughing and gagging as their bears the emblem of a royal dwarven house from a neighboring realm.
efforts fail. They will turn on the party in frustration and attack. This dwarf was Karl Goldrung, a rogue and renegade who was exiled
from his home for numerous crimes and outrages against the royal family.
12 Kobolds: HD 1d4hp; HP 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1; AC No one at his old home will be sad if they find out he’s dead.
6[13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/15;
Special: None.
M209 — Till Death . . .
M207 — Crazed Mule and Old Man A pair of human warriors lie on the floor in this chamber. Both them
have longswords protruding from their ribs. A close inspection will reveal
This room is empty, except for tracks on the floor that seem to have been that the swords have identical raven-headed hilts.
made by a hooves. A few moments after the party enters the room they These are two longswords +2. They are a matched pair of rival blades
will hear the sound of running hooves. The next round a mule will run that are semi-sapient. When both swords are picked up by a single person
through the north wall and vanish through the south wall. Three rounds they can be wielded simultaneously in right and left hand without penalty.
later, an old man will run through the north wall. When the swords are picked up by two different people they immediately
“Has anyone seen a mule go by?” asks the old man. “Which way did seek to destroy each other, driving their wielders to fight to the death.
he go?” That is what happened to the two dead warriors.
If the party tells the old man which way the mule went, he will vanish A character is allowed a single saving throw to overcome the power of
through the north wall in pursuit. If the party points to a different wall, the the sword. After that, the sword will be magically stuck in the character’s
old man will run into it, smack his head and fall unconscious. If the party hand and he will seek to slay anyone holding the rival sword.
does not answer, the old man will sit down and begin to pick at his toes, The only way to save comrades caught by these weapons is to cast a
mumbling about wayward mules and people who won’t help old men. If remove curse spell to get the sword out of at least one combatant’s hand,
the old man is touched or attacked, he disappears. or to physically subdue both of them. If the wielders are both subdued and

50
the black monastery
bound they will continue struggling to reach each other until one of them
is slain. Once one these swords has slain its rival’s wielder the curse is
broken…until someone picks up the other sword again.
These two humans were companions of the dwarf who is lying dead in
room M208 (see above). They were farmers named Tim and Guy, from
a nearby village. They were recruited to go adventuring by the dwarven
rogue, Karl Goldrung, who chose the wrong companions and took one
too many risks. All of them are now permanent residents of the Black
Monastery.

M210 — The Abbot’s Office


This room was once the place where Abbot Asmodeus met visitors and
held private meetings. Now, it is the abode of the high cimota of the Black
Monastery, who haunts this room where Asmodeus used to rule.
The room is richly decorated with tapestries, paintings and sculptures.
There are 17 sculptures in the room. They are busts of men and women
wearing the robes of the Black Brotherhood. Each of these busts is a work
of art worth 10-100gp and weighing 50lbs. Tapestries cover three of the
walls. These were once valuable items, but are now hanging in tatters.
There is a large oak desk with a stuffed leather chair behind it against the
west wall.
On the wall behind the desk are five paintings. Three depict battle scenes
in which the figures carry strange, curved weapons and wear armor styles
that do not match those worn in the local region. A fourth painting depicts
a beautiful woman with a cruel smile, standing over a cradle. The woman
is looking over her left shoulder, gloating over a child that is cradled in
her arms. The fifth painting depicts a desert landscape that glimmers
beneath a red, crescent moon. These paintings might have been worth
considerable amounts of money at one time. Now, they will crumble away
if taken down from the wall.
A figure sits in the chair behind the desk. A misshapen skull with burning
eyes looks out of a dark red hooded cloak. This figure is the high cimota,
master of all others in the Black Monastery.
When the party enters they will hear a deep voice shouting, “You are
fools indeed! You have overstayed your welcome and overstepped your
bounds. Now you will be permanent guests of the Black Brotherhood!”
Then the high cimota will rise from its seat and attack.
If the high cimota is slain its cloak will fall to the floor. This is a cloak
of the high cimota. Anyone who puts on this cloak will have the power
to command all other cimota in the monastery so long as he does not
leave the building. Leaving the building breaks the power of command
permanently. The character who puts on the cloak will not know any of
this. He will just feel a surge of power run through his bones.
If the cloak of the high cimota is worn for a full 24 hours, the wearer will
begin to fade out of existence, becoming the new high cimota. Nothing
short of a wish spell can reverse this terrible fate. The new high cimota
will attempt to return to the Black Monastery and take up his old post.
Only the complete destruction of the high cimota’s cloak can end its
power to destroy mortals.
In addition to the normal powers of a cimota, the High Cimota has magic
resistance of 25%, and any creature within 10ft of it must make a saving
throw or be paralyzed for 1d6 turns.

The High Cimota: HD 12; AC 0[19]; Atk 2 claws (1d8+1); Move


(Fly 12); Save 3; AL C; CL/XP 13/2300; Special: Hit only by
magical weapons, magic resistance 25%, paralysis.

M211 — Hall of Fountains


There are five fountains in this room, with statues standing in each one
of them. All of the fountains are magical. The statues in each of the
fountains will react to the party’s entrance, one beginning as soon as the
last is finished. Each reaction will only occur once, after which the statues
will not manifest any more magical powers.

Fountain 1: A statue of a man wearing the robes of the Black Brother-


hood. Around its neck is a marble and a teardrop and pentagram pendant.

51
the black monastery
As the party enters the room the figure will begin to ooze black oil. The facing them across the body of a dead orc. The boy is holding a dagger,
oil will fall into the fountain pool, turning the water black. The skull menacing the party with it as if to warn them not to come into the room.
around the figure’s neck will burst into flames, lighting the oil and burn- “Stay away!” the boy growls, backing toward the far wall.
ing for five rounds of intense heat. Touching the burning statue will cause The “boy” is a screaming devilkin, dressed in small, black clothing. It is
1d6+1 hit points of damage from heat per round of contact. possible but unlikely that one of the characters will notice that the “boy”
has wings and a tail folded behind his back. The purpose of the disguise
Fountain 2: A statue of an elderly man whose hand points at the door. is not to fool the party into believing the screaming imp is a human child;
The statue will rotate and point at whichever character entered the room it is to keep the party from noticing the seven other screaming devilkin
first. Then it will fire four magic missiles, each doing 1d4+1 damage to gripping the wall with needle claws, hiding in the shadows right above the
the target. door. Whether the party will be surprised by the concealed devilkin is a
matter of how they respond to the situation; it might be resolved by giving
Fountain 3: The fountain holds the statue of a woman, carved of obsid- the party a greater than normal chance to be surprised (a 1 on a 1d4, for
ian with veins of gold-colored metal running through it. One random instance), although if the party members in the first rank announce that
male character must succeed on a saving throw or fall in love with the they are advancing into the room to attack, they will certainly not have
statue. This unfortunate victim will then begin tossing magic items into had enough time to notice the hidden foes.
the fountain, one per round, determined randomly. These items disappear The lead devilkin has more supernatural powers than the normal sort – it
when they hit the water, as if they were being destroyed. In reality, items can cast darkness 15ft radius, and (obviously) can alter its appearance by
tossed into this fountain are teleported to room M18 of the Black Mon- magic. At the beginning of combat, it will cast darkness, and its minions
astery. As each magic item disappears, the statue of the woman will say, will use a surprise action to drop on party members or dart out the door
“Thank you very much, my dear!” They will appear in room M18 with a onto spell casters and weaker party members in the corridor. The regular
ribbon attached that says the very same words. devilkin will fight to the death, even if the battle goes badly against them.
A new saving throw is allowed after three items have been thrown into The leader devilkin will attempt to escape a losing battle.
the fountain, and after every third item thereafter until the victim makes If it succeeds in eluding the party the lead devilkin will flee only far
his saving throw or has no more magic items to give to his obsidian love. enough to break off combat. It will then follow the party through the
monastery, looking for a chance to inflict further damage. It will seek to
Fountain 4: The figure of a young man, carved of alabaster, stands in lure other monsters onto the party or join a battle in progress, picking out
the fountain. His hands are cupped in front of him. When it is this statue’s the weakest party member for its attacks.
turn to act the party will see blood beginning to fill the figure’s cupped
hands. The blood will immediately start to sizzle and boil, pouring acrid,
white smoke out of the statue’s hands.
The smoke is thick enough to cover the room’s entire floor one foot deep
in only 10 rounds. After 10 rounds there will be a bright flash of light in
Screaming Devilkin
the statue’s cupped hands. The blood will disappear, replaced by a large Hit Dice: 3
ruby, glowing and sparkling from many facets. Armor Class: 1 [18]
Anyone who touches the ruby must make a saving throw. A successful Attack: Tail-barb (1d4)
saving throw will reward the character with a permanent bonus of +1 to Saving Throw: 14
his strength. A character who fails will suffer 4d6 damage and be knocked Special: Scream
unconscious. Either way, the ruby will disappear in a puff of white smoke. Move: 3/12 (flying)
Alignment: Chaos
Fountain 5: A black marble figure stands in this fountain. This statue Challenge Level/XP: 4/120
is a warrior, clad in plate mail and shield and holding a long, black shield.
The statue is actually a stone golem. Although this golem attacks with its Shrill wails echoing through the night signal the arrival of a
stone sword and bashes with its stone shield, its attacks are the same as a screaming devilkin. Screaming devilkins are smallish beasts,
normal stone golem. The golem will animate if its fountain is touched in humanoid in appearance but with frail and spindly arms and legs.
any way, attacking party members until it is slain. A red light will glow These weak limbs are nearly useless for combat and locomotion,
from under its helmet visor as soon as the golem begins its attack. but the screaming devilkin makes up for this disability with its
bat-like wings. Although screaming devilkins are fast fliers, they
Stone Golem: HD 15 (60hp); AC 5[14]; Atk 1 fist (3d8); Move are not particularly agile on the wing. Screaming devilkins also
6; Save 3; CL/XP 16/3200; Special: +1 or better magic have a long, muscular, barbed tail that is their primary means of
weapon to hit, immune to most magic. physical attack. It should be noted that despite its appearance and
name, the screaming devilkin has no connection with outsiders
of any type. A typical screaming devilkin is 3 feet tall and has a
M212 — Hall of Execution wingspan of about 5 feet. Its skin is reddish-brown in color and
its eyes are black. Its tail is about 2-1/2 feet long.
A guillotine stands in the middle of this room. The execution device A screaming devilkin howls continuously. This painful howling
appears to be quite old. It is covered with cobwebs and dust. Even so, the affects all creatures within 60 feet that hear it. Affected creatures
blade is still very sharp, and is in the raised position. If the party enters the must succeed on a saving throw or can take no actions other
room the blade will fall with a loud “chop!” As the blade falls a headless than defending themselves for as long as the screaming devilkin
body will arise from the guillotine and a head will go rolling across the continues to scream. A dazed creature can attempt a new save
floor. The headless body will attack the party while the head jeers and each round to break the effect. A creature that successfully saves
shouts insults. cannot be affected again by same screaming devilkin’s scream
for one day. Conversation, even shouting, is impossible within
Zombie: HD 2; HP 14; AC 8[11]; Atk 1 strike (1d8); Move 6; 60 feet of a screaming devilkin using this ability. Spellcasters in
Save 16; CL/XP 2/30; Special: Immune to sleep and charm. the area must succeed on a saving throw each time they try to
cast a spell.

M213 — Decoy Copyright Notice


Author Scott Greene, based on original material by
The party opens the door to this room to find what appears to be a small Philip Masters.
boy, dressed in black clothing and wearing a featureless black mask

52
the black monastery
Leader Screaming Devilkin: HD 4; HP 30; AC 1[18]; Atk 1 tail whoever rolls it to lose 1d6 hit points permanently. The die may be rolled
barb (1d8); Move 3 (Fly 12); Save 13; AL C; CL/XP 5/240; four times before it shatters into dust. The shattered bone die will release a
Special: Scream, darkness, alter appearance. spray of rot grubs into the room. Each party member in a 10 foot radius must
succeed at a saving throw or be struck by 1d3 of these creatures.
7 Screaming Devilkin: HD 3; HP 18, 14, 13, 12, 12, 12, 10; AC
1[18]; Atk 1 tail barb (1d4); Move 3 (Fly 12); Save 14; AL C; Rot Grub: HD 1hp; AC 9[10]; Atk 1 burrow; Move 1; Save 18;
CL/XP 4/120; Special: Scream. AL N; CL/XP 1/15; Special: Burrows to heart.

M214 — Trophy Hall M217 — Mealy Pudding


The door to this room is constructed of black wood, banded with heavy The lower half of the door into this room has been eaten away by some
strips of iron. The doorway is arched, eight feet high. It opens onto a sort of acid. Inside, there is a mound of what appears to be bat guano in
room decorated with trophy heads, mounted on plaques on the east and west the southern section of the room.
walls. There are several demon heads, a minotaur, orcs, goblins and human This mound is a white pudding (simply an albino black pudding) that
heads. The floor is a tessellated pattern of red and white devil shapes. In the has entered the room in search of food and has gone dormant, waiting for
center of the eastern wall is a stone step, two feet high and three feet wide. new prey. If the mound is touched or disturbed the white pudding will
Six feet above the step is a mounted human head that can be slid aside to spring to life and attack.
reveal a pair of brass and crystal view ports. These ports allow a medium- The white pudding has been dormant for several years and is very
sized creature, standing on the step, to see all of room M200. The north hungry. It will pursue party members until slain. If the party somehow
and south walls are carved with identical pictures of serpent coiled around escapes the pudding but leaves it alive and active, this creature will roll
a tall, barren tree. The room is occupied by six guardian cimota. The down the monastery hallways in search of food. It may be encountered
guards are not watching room 200 and will not intervene in a fight there again at the Referee’s discretion.
except under very special circumstances.
White (Black) Pudding: HD 10; HP 44; AC 6[13]; Atk 1 attack
6 Cimota: HD 5; HP 40, 37, 33, 30, 30, 25; AC 2[17]; Atk 2 (3d8); Move 6; Save 5; AL N; CL/XP 11/1700; Special: Acidic
claws (1d6); Move (Fly 12); Save 12; AL C; CL/XP 6/400; surface, immune to cold, divides when hit with lightning.
Special: Hit only by magical weapons.

M218 — Cloak of the Brotherhood


M215 — Dead Farm Boy
A cloak lies on the floor in this room. It looks exactly like the cloaks worn
A badly-decomposed human body is lying on the floor in this room. by the cimota that guard the Black Monastery. This is a magical cloak of the
Anyone listening at the door will be able to smell the rotting flesh inside. cimota. Anyone wearing the cloak appears to be a cimota, floating above
The corpse is wearing the clothing of a peasant farmer. The body is the ground with glowing green eyes in place of a face. During daylight
lying atop an improvised glaive, made from a farm implement. This is hours the cloak can render the wearer invisible, as an invisibility spell. The
the corpse of Pip, a farm boy who foolishly decided to try his hand at words “Nertog Terg” are stitched inside the cloak’s collar. Speaking this
adventuring. Although the body is too decomposed to tell, the farm boy command word activates the cloak either for invisibility or cimota form.
was slain by having his eyes pecked out. Normal appearance is restored either by attacking an opponent (for the
A large birdcage stands in the southwest corner. A small barn swallow invisibility effect) or by repeating the command words backwards.
sits on one of the cage’s five perches. The bird appears to be made of

M219 — Secret Room with a Pillow


metal, with bolts for eyes and silver foil for wings. The bird is a magical
construction, created to guard its owner and help in combat.
If a party member opens the cage door, the swallow will fly out and settle
on his shoulder. Whenever the bird’s new owner moves, the swallow This secret door is locked and trapped. Anyone attempting to pick the
will hover in a five foot diameter around his head. Whenever the party lock or force open the door will release a tiny fireball pellet that will drop
member engages in combat, the swallow will join in, attacking opponents on the floor and explode for 2d6 fire damage in a ten foot radius. Anyone
in a violent flurry with sharp pecks on the eyes, ears and head. If the bird in the area of effect may make a saving throw for half damage.
is attacked or mistreated in any way, it will attack its tormenter and fight to The fireball pellet may be thrown as a projectile with a 20 foot maximum
the death. Note that the sparrow does not heal damage inflicted on it, and range. It will explode on contact. It will also explode if it is subjected to
cannot be cured (although possibly it could be repaired to a certain extent any impact or rough handling.
by someone with the right knowledge). Inside the room is a black satin pillow, floating in mid-air. On the pillow
When Pip and his companions opened this cage there were five mechanical is a +2 light crossbow. This weapon was placed here by the abbot as a
swallows inside. Four of the birds flew out before they slammed the door handy reserve weapon. Also on the pillow are five bolts of blasting, which
shut again. The inexperienced farm boys swatted at the birds and provoked explode for an extra 2d6 points of damage whenever they strike a target
a fight. Pip was slain and his companions fled the room, pursued by the (the bolts are consumed in the blast).
mechanical birds that might have been their protectors.

Metal Sparrow: HD 2; HP 8; AC 4[15]; Atk 1 speck (1d6); M220 — Stone Pedastel


Move (Fly 9); Save 16; AL N; CL/XP 2/30; Special: Immune to
sleep and charm. A stone pedestal stands in this area. It once held a statue of a griffin, but
the statue lies in shards around it, pushed off and shattered long ago. A
search of the pedestal will reveal a secret compartment containing a staff
M216 — Die Room of defense with 49 charges remaining. Each charge – and only one may be
used at a time – improves the holder’s armor class by 2.
This room is empty except for a large, one foot square cube of bone that
sits against the far wall. The cube has been carved and marked to look like
a six-sided die. It weighs 20 pounds. M221 — Empty Room
If a party member rolls this cube, the Referee should roll a d6. The party
member gains 1d6 hit points permanently. A second roll of the die will cause The area is empty when the party discovers it.

53
Tower of Kran
The Dungeon Master
The Tower of Kran the Dungeon Master stands in the northeast corner
of the Black Monastery. It is a four story structure that looms over the
countryside. Each story is 20 feet tall, including five feet of dark rafters.
TK2 — Guard Barracks
A peaked, slate roof adds to the tower’s total height of 92 feet above the This chamber was used as a barracks for the warriors Kran employed as
exterior ground (when the eight foot foundation is added in). guards. The guards were low ranking members of the Black Brotherhood
Windows are visible starting on the second floor, 25 feet above the ground. who were serving apprenticeships to earn full places in the order. Because
As previously described, these windows are covered with thick, opaque glass. of his cruel practices, service in Kran’s dungeons acclimated new members
A character inside one of these two towers could look out at the surrounding to the harshest deeds of the Brotherhood.
rooftop or countryside as normal. The Referee should assume that there is a The guard barracks is equipped with bunks for ten men, with tables,
window in the center of every available ten foot length of exterior wall. chairs and chests for their personal belongings. The five bunks are
Kran was a priest of exceeding evil. He was the high executioner and arranged around the walls, with upper and lower pallets for two guards
torturer of the Black Brotherhood, second only to the abbot in their order. each. The chests that held the guards’ personal belongings are broken
In his role as Referee, Kran was in charge of the dungeons and all prisoners open and scattered when the party arrives.
held in the Black Monastery. He used his position to indulge his inhuman The current occupants of the room are a band of morlocks who have
desire to inflict suffering on others. He also used his divine powers of wandered into the Black Monastery from the dungeons below. They crept
evil to conduct cruel and hideous experiments. The Tower of Kran the into the lowest level of Dungeon One through the underground river in
Dungeon Master was the scene of the most horrific deeds committed by room D1G. The morlocks have been looking for food and plunder, and
the Black Brotherhood. possibly a prisoner or two, to take back to their subterranean world. There
When the Black Monastery was besieged, Kran led his fellow monks in are twenty-five total morlocks in the band, including four leaders.
the defense of their fortress. He called upon the Dark God who granted If the party enters room TK1 without making any loud noises, the
him powers to bring down fire and destruction on the attackers. When morlocks will be sitting in rooms TK2 and TK3, talking as they devour
the battle exhausted even Kran’s considerable arcane energies, the siege two kobolds they caught an hour or so earlier. If the party makes noise
was brought to the very Gates of Fear. Kran fell there, struck by a fiery opening the door to room TK1, uses bright lights or does anything else
missile, hurled by one of the king’s siege engines. The evil priest’s to alert them, the morlocks will be waiting in ambush. At the Referee’s
body was obliterated just inside the gates by a cauldron of alchemical discretion, the morlocks may try to lure the party into one of the barracks
fire. Kran, and everyone with him, was killed in the passageway behind rooms and then attack from behind from the other. Alternately, there may
the gates, but the destruction of his physical body was not the end of his be morlocks ready in both rooms, with comrades gripping the ceiling of
twisted existence. A part of Kran the Dungeon Master lives on in undeath, room TK1.
haunting the top floors of his old tower. If the morlocks perceive themselves as having the advantage, they will
use their sneak attack abilities to club the party unconscious using non-

TK1 — The Guard Room


lethal damage. If they perceive the battle as even, the morlocks will strike
to kill, attempting to capture only the last one or two party members. If
the battle goes against them, surviving morlocks will try to flee down the
The entrance to the Tower of Kran the Dungeon Master is sealed with stairs to Dungeon One. In the unlikely event that the morlocks manage
a heavy, iron door. This portal is of double thickness and it is extremely to capture a party member, they will immediately drag him off to the
heavy. A small view port allowed guards inside the tower to watch the underworld, exiting the Black Monastery back through the underground
hallway outside the tower, keeping the dungeons safe from intruders. river in room D1G. Such a successful foray might draw larger bands of
When the party finds this door it has been heavily damaged and stands morlocks to try their luck, leading to encounters with more aggressive
slightly ajar on bent hinges. The door is open only wide enough for a groups of them in the monastery for as long as it remains on this plane of
small creature to slip through. It is possible to wrench the door open wider existence.
using tools, but this will create considerable noise that may summon a The morlocks are all carrying bags containing their food (kobold meat
wandering monster. Unless some sort of magical silence is employed, at the moment) and 2-12gp, 4-24sp and 5-30cp. One of the leaders has
opening the door wider will cause the hinges to creak loudly, automatically a necklace made of agates worth 200gp. Another leader has two gold
warning the occupants of room TK2 and TK3 that the party is nearby. armbands, twisted into the shape of underworld serpents, worth 150gp
Room TK1 is empty except for a stairway leading both up and down. each. The pack-leader has a small sack of 14x20gp gems in his sack. He
The stairs lead up to the second level of the tower. The stairs lead down looted it from a horde in the Black Monastery and is concealing it from
more than sixty feet to room D1A, on the lower level of Dungeon One. his followers.
There are metal spikes set into the walls of this room where Kran’s
dungeon guards used to hang their weapons and equipment. There are 21 Morlocks: HD 1d6; AC 8[11]; Atk 1 claw (1d4); Move 9;
also metal rings mounted on the wall where prisoners used to be shackled Save 18; AL C; CL/XP 1/15; Special: grab and pin arms,
on their way to or from the dungeon. swarm over the top of battle lines.
If a party member has slipped into this room silently, a listening thief will
automatically hear the sounds of voices from rooms TK2 and TK3, and a 3 Morlock Leaders: HD 3; AC 5[14]; Atk 1 claw (1d8); Move
non-thief may do so on a roll of 1 in 6. The occupants of those two rooms 9; Save 14; CL/XP 3/120; Special: grab and pin arms, swarm
have their doors propped open with wooden stops so they can come to each over the top of battle lines.
others’ aid. The morlocks in TK2 and TK3 may have a trap ready in TK1 if
the party has given them sufficient time to prepare (see room TK2 below). Morlock Pack-leader: HD 6; AC 4[15]; Atk 2 claws (1d4), 1

54
Tower of kran the dungeon master
bite (1d8); Move 12; Save 11; CL/XP 6/400; Special: grab A deformed human face forms the mouth of what looks like a fireplace.
and pin arms, swarm over the top of battle lines. In fact, this is a receptacle where Kran and his closest followers used to
place offerings to the Dark God for aid in their cruel plans. A few shards
of broken pottery in the shrine are all that is left of the clay bowls where
TK3 — Guard Barracks they used to place blood and pieces of their victims.
Although Kran and his minions are long gone, the shrine is still guarded.
This room is identical to room TK2. It is occupied by morlocks when If anyone attempts to profane the shrine, or if anyone casts a cleric spell of
the party arrives. See rooms TK1 and TK2 (above) for details on this a Lawful deity in this room, a wraith emerges from the mouth of the shrine
encounter. with an outraged hiss. This monster will focus its attacks first on the party
member whose actions caused it to appear.

TK4 — Tower Worship Hall Wraith: HD 4; HP 29; AC 3[16]; Atk 1 touch (1d6+ level drain);
Move 9 (Fly 24); Save 13; CL/XP 6/400; Special: drain 1 level
This chamber was designed to fill prisoners being led to interrogation with hit.
and torture with terrible dread. The walls are carved with scenes from
a hell-born nightmare. Demons torment their prisoners with fire, knives
and a variety of torture devices that are actually found upstairs in rooms TK5 — The Lieutenant’s Chamber
TK7 and TK8.
This room is enchanted to cause feelings of despair in anyone who is not This room was the office, bedroom and torture chamber of Kran’s
a worshipper of the Dark God. Anyone entering the room must succeed lieutenant. At the time of the Black Monastery’s fall, this was a priest
on a saving throw or become badly shaken (-2 penalty on all attack rolls, named Trepidious. There is a bed located in the southeast corner, with
damage rolls, and saving throws) for as long as they remain in the room a rotted mattress concealing a chest. There are several iron cages, large
and for one hour leaving it. enough to hold medium-sized prisoners, but constructed so that it is
The northeast corner of the room is set aside as a shine to the Dark God. impossible to sit or stand inside in a comfortable manner. Various iron
torture tools lie near the cages. There are also a large, wooden wardrobe,
table and chairs in the room.
The chest is made of iron and locked with a superior lock (-10% on
Morlock (Yienhool) attempts to pick it open). Inside is a collection of severed human limbs,
including two dozen skeletal hands, several skeletal feet and six human
Hit Dice: 1d6 skulls. Trepidious liked to keep souvenirs of his most memorable victims.
Armor Class: 8[11] One of the hands is still wearing a ring set with a large ruby worth 500gp.
Attacks: 1 claw (1d4) One of the skulls has large garnets worth 150gp each set into its eye sockets.
Saving Throw: 18 The wardrobe is empty except for some dust in its bottom. There is a
Special: grab and pin arms, swarm over the top of hidden compartment in the chest that holds three clerical scrolls. The
battle lines. first scroll has I, insect plague and remove curse on it. The second scroll
Move: 9 has five cure serious wounds spells on it. Both scrolls were created at
Alignment: Chaotic 12th level. The third scroll is cursed. Opening it summons a pair of
Challenge Level/XP: 1/15 carnivorous apes. They attack immediately, trying to tear apart the party
member who opened the scroll.
Morlocks, also called “Yienhools,” are pale humanoids with
long, thin arms and elongated, clawed hands. Their bulging, Carnivorous Ape: HD 4; AC 6[13]; Atk 2 hands (1d3), 1 bite
white eyes are well adapted to dim light, but they are virtually (1d8); Move 12; Save 13; CL/XP 4/120; Special: Hug and
blind in sunlight and never emerge from below ground unless rend (hits with both hands allows additional 1d6 damage).
forced to do so. They are deep-dwellers of the underground, but
small groups of them are occasionally found in the upper reaches
of the subterranean world. Yienhools are more intelligent than TK 6 —
animals, but barely so - they can communicate and follow orders,
and in packs they can hunt with considerable cunning, but their
ability to act independently of a pack or a strong leader is very
The Main Torture Chamber
weak. Yienhool packs swarm their prey, the first ranks grabbing, This room was used by Kran for what he considered minor torture sessions.
clutching, and immobilizing to allow their total numbers to He reserved greater horrors for people he really didn’t like. This room
swarm over the foe and bring them down. If a yienhool hits, it has contains torture devices including several stretching wracks, a breaking
grabbed successfully at one of the foe’s arms, rendering weapon wheel, six iron cages, braziers for holding hot coals and a wide variety of
or shield unusable as the yienhool clings on, regardless of iron tongs, prods, saws, knives, branding irons and all the other gruesome
danger (such attacks are made at -1 to hit). While holding on, the tools used in Kran’s trade. There is a fireplace on the north wall for heating
yienhool can make more attempts to grab the other arm as well. up hot coals. There is a large iron maiden standing in the southeast corner.
Yienhool can swarm over the backs of their fighting brethren to The large iron maiden is constructed in the shape of a corpulent, naked
climb past front ranks and into the rear ranks of their opponents. woman. Her belly is the door to put victims inside. The woman’s arms
If a yienhool is not already holding an enemy, and chooses not to can be pulled down to increase the pressure on the victim. There are three
make grabbing attacks, it can attack with its claws. arcane glyphs scribed on the woman’s forehead. A read languages or a
Yienhools are excellent climbers, to the point of being able to read magic spell will reveal that these three glyphs say “tighten,” “loosen”
crawl along a ceiling for short distances. and “stop.” Speaking them causes the iron maiden to slowly tighten or
These creatures are usually encountered in large numbers, for loosen on its victim without any effort from the torturer.
they do not divide into packs of fewer than 6. Although it looks like a somewhat bizarre design of an ordinary torture
Yienhool packs are often led by unusually large and vicious device, this iron maiden is actually a magical construct similar to an iron
specimens of the race who are much more intelligent – or, at least golem. It will detect as magical, but will not reveal any other functions
more cunning – than the average member of the species. These unless one of three conditions occurs. The first is anyone who has been
leaders are normally of 3HD, but some can be as large as trolls, declared Kran’s prisoner trying to escape from rooms TK6, TK7 or TK8.
with 5-7 hit dice. The second is any attempt to destroy the golem itself. The third is the
greater shadow of Kran the Dungeon Master entering into the golem and

55
Tower of kran the dungeon master
last prisoners. The occupant of the fifth cell is on the rack in room TK7
(see above). There are skeletons of three humans and one elf. These were
Iron Maiden of the nobles who were captured by the Black Brotherhood during the struggle
with the king. They were left to their fates when the Black Monastery
Black Monastery immolated and disappeared during the final battle.
Inside one of the human skeletons are 12x100gp gems. These gems
were swallowed by the unfortunate nobleman in order to conceal them
Hit Dice: 20 (80HP)
from his captors. The victim had planned to bribe a guard and escape.
Armor Class: 3 [16]
Unfortunately, there was no one left to bribe when the Black Brotherhood
Attacks: 2 fists (2d8)
met its fate.
Saving Throw: 3
If it has not already animated, the iron maiden may animate when the
Special: Immunities, entrap
gems are carried out of room TK8 (50% chance).
Move: 9
Alignment: Chaotic
Challenge Level/XP: 21/4400
TK9 — Kran’s Audience Chamber
The Iron Maiden of the Black Monastery is a singular thing,
with only one existing in the world. However, the manuals and This room was used by Kran when he was trying to charm or impress.
knowledge used to create her are still at large, and it would be He also used this room to relax and study. The floor is covered with what
possible for a Chaotic wizard to create more of them. The large is left of a rotting carpet depicting demons winning a battle against angels.
iron maiden is constructed in the shape of a corpulent, naked There is a fireplace with a line of eight human skulls lining its mantle.
woman, whose belly is hinged at the sides to open up, revealing Skulls of a dragon, manticore, ogre, fire giant, sphinx, wyvern and dire
a spiked interior that can be closed down upon a person trapped bear are mounted on the walls. There are padded chairs set around a
inside. The woman’s arms can be pulled down to increase the heavy wooden table. Two couches are set in front of the fireplace.
pressure on the victim. There are three arcane glyphs scribed on Hidden inside the manticore skull is an iron ring with a set of keys.
the woman’s forehead. A read languages or a read magic spell These keys open all of the locks in the tower, including the locks on all
will reveal that these three glyphs say “tighten,” “loosen” and cages and the chest in room TK5 (see above).
“stop.” Speaking them causes the iron maiden to slowly tighten Sitting against the west wall is a large chair made from the skulls and
or loosen on its victim without any effort from the torturer. jawbones of an eight-headed hydra. The skulls are held together with iron
Although it looks like a somewhat bizarre design of an rivets, and the seat and back are padded with leather made from human
ordinary torture device, this iron maiden is actually a magical skin. This chair is enchanted. Anyone who sits in it will be able to choose
construct similar to an iron golem. She fights using her fists to to see either a view from atop the pinnacle of this tower, or any room in
smash opponents, but if she succeeds in hitting with both arms, the tower. The first party member who sits in the chair will see outside
she has grabbed the victim and will place him inside her spiked the tower. Unless they will the chair to see another chamber, the character
belly, closing up to inflict 1d3 hit points of damage each round may be unaware that it has other powers.
automatically. A victim trapped in this way is completely unable If a character in the hydra chair chooses to look beyond the doors, into
to act in any way. room TK10, he has a 3 in 6 chance to spot the greater shadow of Kran the
The Iron Maiden is immune to non-magical weapons, is slowed Dungeon Master standing against the east wall in that room (see below).
by lightning, is healed by fire damage, and is immune to all other
spells.
TK10 —
willing it to animate (see room TK10 above). The golem will not pursue Kran’s Bedchamber and Shrine
fleeing party members out of this level of the tower.
The top level of the tower was Kran the Dungeon Master’s home and
Iron Maiden of the Black Monastery: HD 20 (80hp); AC 3[16]; retreat. Kran used this chamber for sleeping. He also used it for side-
Atk 2 fists (2d8); Move 9; Save 3; CL/XP 21/4,700; Special: project torture experiments and as his personal shrine to the dark god.
can trap 1 foe inside, immune to non-magical weapons, There is a rack set against the south wall, with all of the usual torture
slowed by lightning, healed by fire, immune to most magic. implements on a rack nearby. An iron cage, like the cages in room TK5
(above) sits in the south-east corner. It is empty. There is a large, canopied

TK7 — Special Torture Chamber


bed and a large wardrobe. The north section of the room has a fireplace
and a shrine to the Dark God.
The first thing the party will likely see when they enter this room is the
This room was used by Kran for torture subjects he considered special, shrine of the Dark God. This is a niche atop the fireplace mantle where
or against whom he had a personal grudge. It is equipped with ordinary Kran would place minor offerings and say his nightly prayers of darkness.
torture devices like those found in room TK6 (see above). In addition, the Sitting in the niche is a human skull, coated in silver, with eyes that glow
room is enchanted to force anyone who is not a follower of the Dark God, red. The light from the skull’s eyes is enough to cast the entire chamber in
or anyone designated by the master of the tower, to make a saving throw or flickering, red light. Although the skull has no other enchantments besides
suffer the effects of being confused, nauseated, panicked, shaken, sickened its glowing eyes, it is of superior workmanship and might fetch 250gp
and stunned. All at once. The overall effect is to be incapable of action. from a collector of arcane things. The pentagram and teardrop emblem of
The skeleton of Kran’s last victim, a dwarf, is still bound to one of the the Dark God on the skull’s forehead might complicate its sale, or make
racks. Touching this skeleton will cause it to fall to dust. Anyone standing it worth more.
within five feet when this occurs may contract a virulent disease that kills The wardrobe is full of Kran’s clothing, including his special black
within one month. leather torturer’s hooded costume. The leather outfit is in good condition
but the other ordinary clothing is frayed and tattered beyond all value.
The torturer’s outfit is an enchanted suit of leather armor +3. Kran’s
TK8 — Special Prison Chamber ceremonial robes are not here because he was wearing them when he was
killed defending the Gates of Fear.
This is the room where Kran kept his most interesting and personal Kran’s personal treasure horde still sits in a small chest at the bottom of
victims. There are five cells in this room, with inch-thick bars. All of the wardrobe. It contains 37pp, 201gp, 577sp and 2567cp. All of these
the cells are locked. Four of the cells hold the skeletal remains of Kran’s coins are of mundane metal, but one of the copper pieces is very old and

56
Tower of kran the dungeon master
might be worth 300 to 500gp to a collector. It is not possible to destroy this particular shadow without destroying
Sitting on the upper shelf of this wardrobe is a helm of darkvision. its link to the Tower of Kran the Dungeon Master. It is bound to the set
This black, steel helmet allows its wearer the ability to see in the dark of iron keys hidden in the manticore head in room TK9 (above). Unless
for a distance of 120 feet, but it also carries a minor curse. Anyone who all of the keys to Kran’s tower are melted, broken or otherwise destroyed,
chooses to wear this helmet for more than a few moments begins to think Kran’s shadow will manifest in this chamber again eight days after it is
evil thoughts. At the Referee’s discretion, wearing this helmet over any defeated.
length of time might slowly turn a character’s alignment to Chaos. If any of the keys are removed from the Black Monastery, but not
What remains of Kran the Dungeon Master is standing in this room. destroyed (as seems likely) the Referee may rule that the Shadow of Kran
Kran’s body was destroyed in battle but his evil soul survived, cursed to the Dungeon Master begins to haunt any character who has one of the
haunt his tower forever as a powerful shadow. Unless a party member keys. Kran’s vengeful shadow will not attack a player character directly
states that he is looking around the room, trying to spot enemies, Kran’s until it has slain friends and associates and left evidence that implicates
shadow will go un-noticed until it chooses to attack. If a character does the character in murder. These evil deeds will always be committed in
choose to look around for threats, there is only a 1 in 6 chance to spot the ways that physically and psychologically torment the living, as Kran’s
shadow of Kran in the room’s flickering red light conditions. malevolent torturer’s soul is still at work in his shadow.
Unless threatened, Kran’s shadow will observe the party for up to several The Shadow of Kran the Dungeon Master is akin to a normal shadow, but
minutes, drinking in the essence of mortal beings in its old abode. Then much more powerful. If it drains a character’s strength to 0, the character
it will sidle up behind the party member who looks the most vulnerable will die and within 1d3 rounds the character’s spirit will rise as a normal
and attack, automatically gaining surprise against the party. If the shadow shadow in Kran’s service.
suffers more than 20 points of damage it will sink through the floor into
room TK6 (see above). There, it will take one round to meld with the Shadow of Kran: HD 10; AC 5[14]; Atk 1 touch (1d8 + strength
Iron Maiden (assuming it is still operative) and attack the party using the drain); Move 12; Save 14; AL C; CL/XP 4/120; Special: Drain 2
golem as its vehicle. After the golem is destroyed, the greater shadow will points of strength with hit, hit only by magic weapons.
rise from its wreckage and attack until destroyed.

57
Tower of sacavious

Tower of Sacavious
The Tower of Sacavious stands on the northwest corner of the Black
Monastery. It is a four story structure that looms over the countryside.
Each story is 20 feet tall, including five feet of dark rafters. A peaked,
TS1 — Entry Hall
slate roof adds to the tower’s total height of 92 feet above the exterior Characters who manage to open the wizard lock that bars entry into the
ground (when the eight foot foundation is added in). Tower of Sacavious will find themselves in the wizard’s entry hall. The
Windows are visible starting on the second floor, 25 feet above the first thing the party will notice is the bodies of seven humans lying on
ground. As previously described, these windows are covered with thick, the floor. Dried blood stains show on the wound on their necks, backs
opaque glass. A character inside one of these two towers could look out and arms. These were a party of low level adventurers, equipped with
at the surrounding rooftop or countryside as normal. The Referee should mundane weapons and armor, who managed to open the wizard lock but
assume that there is a window in the center of every available ten foot fell prey to the demon-stirges that are currently hiding in the rafters. They
length of exterior wall. have been dead for several days.
The interior of the Tower of Sacavious is dark and heavy with a deep Sacavious enjoyed comfort and was proud of his magical
feeling of foreboding. A permanent darkness spell fills the area – only accomplishments. The floor is covered by the rotting remains of a
magical light casts any illumination, and that is at half the normal radius. priceless carpet. Couches and chairs are arranged around a fireplace. The
Characters who enter the tower feel a sense of creeping menace. They fireplace is decorated with a brass screen and trim that is worked with a
must succeed at a saving throw or the feeling of fear will cause a -2 flame design. Although there is nothing in the fireplace, orange flames
penalty on attack rolls and saving throws for as long as they are in the flicker behind the screen, lighting the room. The flames are magical and
tower. Another saving throw against this fear effect must be made every permanent, and they give off warmth equivalent to that of a natural fire.
two hours a character remains in the tower. Once a character fails a saving There are a dozen paintings on the wall. Half of these paintings depict
throw, the effect is continuous for the next 24 hours, when a new saving Sacavious himself, striking various melodramatic poses. The party
throw is allowed. will not know what Sacavious looks like, but it will be clear that all of
All doors within the Tower of Sacavious are warded with permanent these paintings are of the same robed and cowled wizard, casting spells,
wizard lock spells, cast at 10th level. A dispel magic spell will suppress summoning demons, destroying his enemies with magical fire and gazing
this magical effect for 24 hours. A knock spell will suppress the effect for from a mountain top across a burning plain. The other six paintings
10 minutes. Doors will shut and re-lock as soon as they are no longer held are portraits of beautiful women, all of whom have horns, pointed tails,
or blocked/spiked open. All of the denizens of the Tower of Sacavious can pitchforks, tight leather outfits and other props that indicate they are
pass through its doors as normal. infernal creatures.
Sacavious was a wizard in the service of the Black Brotherhood. His These paintings are valuable, and might fetch prices of 300gp to 500gp
arcane research and subtle powers were essential to the Brotherhood’s each. Touching any of the paintings activates permanent magic mouth
many evil plots. Sacavious advised the abbot with his wide knowledge spells. These spells are cast so that the figures in the paintings appear to
of the planes, spellcraft and other arcane subjects. He also summoned be talking. The portraits of Sacavious speak with his voice, saying, “Who
monsters to remove the Brotherhood’s enemies in ways that could not dares to challenge Sacavious?” or “I am Sacavious the great wizard!
be traced back to the black monks. The wizard managed to preserve his Fear my power!” The portraits of the demonic women speak in different
mortal existence through alchemical experiments, prolonging his life far female voices. They say, “Oh, Sacavious! You are greater than all other
beyond that of a normal human. mortals!” or “Sacavious! Always remember me, my love!” Each painting
At the time of the Black Monastery’s fall, Sacavious was coming to and frame weighs 15 pounds, and is 24 x 24 inches. Selling them might
the end of his mortal life. His potions and experiments were no longer prove problematic for the party since they are enchanted to magically
able to sustain his failing body, so he had completed the research, potions transport themselves back to their places on the wall one week after they
and incantations to transform himself into a lich. Sacavious had put off are removed, as long as the Black Monastery remains on this plane, or
his final transformation for more than a decade when the monastery was whenever it happens to return.
besieged. His plan had included a betrayal of his brothers, whom he had A staircase winds up into the dark. Characters looking up the stairs
intended to make his undead minions. will see a green glow from the next story, and hear a low moaning from
The Black Brotherhood’s violent end frustrated Sacavious’ plans and upstairs. The moan is repeated every two to five rounds. (See room TS5,
forced him to undergo his transformation only moments before the Black below.)
Monastery was immolated and disappeared in arcane fire. With his spells There is a flock of demon-stirges hiding in the rafters. They are hidden
exhausted, and the monastery gates about to be breached, Sacavious in magical darkness and will be effectively invisible when the party enters
rushed to his tower and drank down the final potion. He expected to the room. They feasted on their last victims several days ago, and are now
become an immortal being of ultimate power. The result was something hungry for more.
quite different. These monsters were created by Sacavious in one of his many
The immolation of the Black Monastery unleashed forces unknown experiments. Since his death, they have continued their unnatural
to Sacavious. Instead of falling to the floor and rising up as a free- existence, lurking about the tower and preying upon anyone who enters.
willed wraith, ready to dominate his enemies, Sacavious’ mind was There were originally over a hundred of these creatures in the tower.
badly damaged by the arcane powers unleashed around him. The pieces Encounters over the centuries have cut them down to only 20 survivors.
of his conscious mind were scattered as wisps, blowing between the Their fiendish nature gives these stirges preternatural cunning far beyond
planes. Only fragments of these wisps returned to his animated corpse, their low intelligence. They are capable of opening doors and planning
trapping him forever in a dead shell, re-living his final moments as a ambushes. If a battle goes against them, these stirges will flee up the stairs
mortal. What is left of Sacavious may be found in the large chamber at to the next level, hiding and planning for their next attack. Slain demon-
the top of his tower, waiting to destroy anyone who dares intrude on his stirges disappear, leaving behind only spots of blood left over from their
eldritch domain. mortal prey.
The Referee has several options on how to handle the party’s encounter
with Sacavious. Details are provided in room TS9, explaining how to run 20 Demon-Stirges: HD 2+1; AC 5[14]; Atk 1 proboscis (1d3);
the undead wreck that was Sacavious depending on the level of the party Move 3 (Fly 18); Save 16; CL/XP 3/60; Special: blood drain
and how the Referee wishes to incorporate a lich into his campaign. (1d6), +2 to hit bonus, disease, darkness.

58
Tower of sacavious
The beds are still neatly made up with desiccated and fragile sheets. The
table is still set with places for all four servants, but the bread and cheese
Demon-Stirge remaining from their last meal has long turned to dust. The wardrobes
hold ordinary clothing, all in tatters, except for a green, embroidered cloak
Hit Dice: 2+1 of protection +3 that hangs in one of them. There is a 25% chance that
Armor Class: 5[14] 1d3 demon-stirges are lurking in one of the wardrobes (see Room TS1).
Attacks: 1 proboscis (1d6)
Saving Throw: 16
Special: blood drain (1d6), +2 to hit bonus, disease, TS4 — The Gallery
darkness.
Move: Fly 18 The first thing the party is likely to notice in this room is that the door to
Alignment: Chaotic room TS5 is blocked open. A body, dressed in tattered rags, is lying in the
Challenge Level/XP: 3/60 doorway, holding it open with one dead foot. This is the undead corpse of
one of Sacavious’ unfortunate servants. The other three are also waiting
Demon-stirges are the result of magical experimentations with for the party in room TS5.
infusing demonic ichor into the bodies of stirges, then breeding Sacavious was always impressed by the most powerful and intelligent
the tainted creatures. The result of these experiments, often person he knew; himself. This room is filled with small trophies of his
attributed to the mage Sacavious of the Black Monastery, is a various accomplishments and mementoes of his evil plots. These items
diseased creature more durable and cunning than a natural stirge. are hanging on the walls. They include five daggers used in assassinations,
A demon-stirge can cast darkness 15ft radius once per day, and a collection of three dozen human and elven skulls from victims of
there is a 10% chance that with a successful hit, it will infect the supernatural abductions, a noblewoman’s dress, a duke’s cloak, a bishop’s
character with a disease that will be fatal in 1d4+7 days. robe and empty vials that once held poison. There are two longswords and
Like a normal stirge, demon-stirges have a proboscis which three shortswords arranged abound a collection of 12 desiccated human
they jab into their prey to drain blood. After a stirge’s first hit, it hands. There are also two dozen hats of various descriptions, all scorched,
drains blood automatically at a rate of 1d6 hit points per round. tattered, notched or stained from the unsavory fates that befell their former
The faster rate of blood-draining is due to barbs and ridges on owners. All of the weapons are of masterwork quality.
the proboscis; pulling a dead demon-stirge out of a wound will Next to each item is the name of a victim on a small, bronze plaque.
inflict one last hit point of damage simply from ripping out the Some of these names are known victims of the Black Brotherhood from
barbed tube. centuries ago, and include family names of several current lords of the
realm.
A stone pedestal stands in the center of the room. It holds a small,
wooden chest that is locked with an wizard lock. Inside the chest are a
TS2 — Wizard’s Dining Room collection of finger bones, as well as five rings. One of the rings is made
of iron and is inscribed with the rune of a dwarven clan. Three of the rings
This room is paneled in black oak. A large, oak table stands in the center are made of gold, worth 25gp each. The fifth is a ring of mind shielding
of the room, surrounded by eight heavy chairs. There were once dishes that prevents any mental control or mind reading of the wearer.
and silverware on the tables. All that remains of these items are some Anyone who tampers with the chest will be the target of a magical
broken pieces of porcelain scattered beneath the chairs, along with several attack. All of the weapons hanging on the wall will break loose and streak
broken, green glass bottles. Two wine cabinets flank the table. There is a to converge on the victim, rolling to hit as monsters with 10 hit dice. Each
large painting hanging on the north wall. weapon does normal damage +2 for the force with which they are hurled.
One of the wine cabinets has been broken open. It is filled with broken The target may potentially be struck by five daggers, two longswords and
glass a few dry corks. The other wine cabinet is still intact. Its front three shortswords. After they strike, the weapons fall to the floor and do
panel is carved with the symbol of the Black Brotherhood. It is locked not move again on their own. If the weapons are replaced in their settings,
with an wizard lock spell. If the party opens the cabinet they will find it is this magical trap will re-set for the next victim.
as empty as its companion, except that a false bottom conceals a hollow
where two intact wine bottles are hidden. These bottles are sealed with the
symbol of the Black Brotherhood. They hold fine wine that might bring TS5 — Lower Laboratory
100gp each to a connoisseur. An opened bottle is worthless, but may be
consumed without harm. There is shattered glass scattered all over this room, amidst the remains
The painting depicts a sea battle between rival fleets. Ships are ramming of broken work benches, chairs, cabinets and shelves. There are dark
each other and scorching each other with fire from long tubes. The stains on the walls where boiling cauldrons were tipped over and their
painting is of a battle that occurred long ago, and is worth 350gp. Anyone contents splashed about. Amidst this wreckage are four bodies, wearing
who tries to take the painting off the wall will be struck by beams of fire, the tattered remains of black robes. One of the bodies is lying in the
streaking out of the picture from all of the ships in the painting. The target doorway, holding the door ajar.
will be scorched for 2d8 hit points of damage. A successful saving throw This room was used by Sacavious for his lesser experiments. It was
will cut the damage in half. This effect occurs only the first time someone equipped with all of the vials, beakers, bottles of arcane substances
tampers with the picture, but will re-set if the party leaves the painting in and other items needed for his assistants to aid him in his alchemical
place and returns to the room to try again. work. When they drank the potions that Sacavious said would make
them powerful and immortal, all four assistants were transformed into
the equivalent of mummies. The transformation was agonizing and
TS3 — Servants’ Quarters maddening. In their frenzied pain, the four assistants destroyed the lower
laboratory, smashing everything within reach with berserk strength before
Sacavious was attended by four members of the Black Brotherhood who collapsing.
served as his butlers, waiters, janitors and lab assistants. These four monks Amidst the wreckage are four iron cauldrons of good quality. A
were privy to the wizard’s plan to betray the rest of the Brotherhood when perception check DC 25 will allow a party member to find five different
Sacavious turned himself into a lich. In return for their twisted loyalty, vials still intact amidst the shattered glass. Each vial contains a different
Sacavious had promised them they could join him in eternal undeath and valuable alchemical compound worth 50gp to the right customer. There
rule over their brothers. Their undead remains are currently moaning on are also detailed notes about the breeding of demon-stirges.
the tower’s second floor. The four former assistants are lying still, but they are moaning together
This room contains four beds, a table, four chairs and four wardrobes. in an eerie chorus of agony. Every two to five rounds, all four undead

59
Tower of sacavious
corpses moan in unison. The mummies will all rise together and attack costume. Touching a skeleton will not cause it to animate, but any attempt
if they are disturbed, or if someone tries to search the room. If the party to tamper with their costumes or attack a skeleton will cause them all to
flees, or if they are victorious in a battle, the mummies will return to their animate; their eyes bursting into bright red coals. The skeletons will focus
original positions and resume moaning together. their attacks on the character who did the tampering, attacking anyone else
All four assistants had treasure hidden in their robes. Together, they who tries to intervene. These skeletons will pursue only within the Tower
have 275gp and jewelries worth 150gp, 230gp, 300gp and 500gp. One of of Sacavious. If the party flees they will return to their stations and only
the undead assistants is also armed with a dagger +3, hidden in his sleeve. animate again if they are tampered with.
All eight skeletons are armed with weapons that are smeared with a
4 Mummies: HD 6+4; HP 46, 40, 34, 27; AC 3[16]; Atk 1 fist weak poison (saving throw at +2, causes paralysis for 24 hours).
(1d12); Move 6; Save 11; CL/XP 7/600; Special: Rot, hit only The painting over the fireplace is of poor quality, but it might bring as
by magic weapons. much as 100gp from certain collectors. The painting and frame are heavy,
weighing 50 pounds. It is a bulky load to carry at 36 x 48 inches. If
the painting is touched, a special magic mouth spell causes the figure of
TS6 — The Undead Menagerie Sacavious to say, “Am I not the wisest? Am I not the grandest? Yes, it is
so!” Like the pictures in room TS1, this portrait will magically transport
This room was used by Sacavious to store and display the victims of his itself back to its place one week after it is removed.
necromantic experiments. There are twenty small, iron cages arranged The black music box is enchanted. When it is opened, it will begin to
around the perimeter of the room on shelves. There are another seven iron play a martial tune, like one a military unit might play on the march. This
cages, all large enough to hold a medium-sized creature, arranged about was the last melody that Sacavious chose before he met his fate upstairs.
the floor. A small, brass bell hangs from an iron rod, next to the door. A The music box will play any tune its owner can think of. In order to
chain hangs down from the bell’s clapper. activate it, the box must be opened and its owner must think of a desired
The small cages hold a collection of squirrels, rats, cats, bats and the tune. The music box will continue playing until it is shut, or its owner
like. Seven of the cages hold small, dried corpses. The other 13 hold wills it to play a different melody.
small skeletons. These animals were given experimental draughts of the The book on the table is the only book in the Tower of Sacavious
various potions that Sacavious intended to use to transform himself into a that does not glow magical. It is a notebook of Sacavious’ alchemical
lich. If anyone rattles a cage or dumps it over, there is a 20% chance that research into necromancy. It is mostly full of ingredients, measurements,
the undead critter inside will move, lashing at the bars with the remnants experimental mixtures and alchemical symbols arranged in various
of its necromantic strength before falling inert. orders. The notebook is valuable to an alchemist, who might pay as much
The larger cages hold two human skeletons, a wolf skeleton and the dried as 400gp for it. Because the notebook contains notes on necromantic
corpses of a dwarf and an elf. All of these victims are still animated to research, keeping it and selling it might be repugnant to good-aligned
some extent. If they are disturbed, they will animate and begin to rattle at characters.
their bars, reaching for any living creature that stands too close. None of The scrolls, manuscripts and other paper items on the bookcase are a
these undead creatures has the strength to attack or actually deal damage collection of notes on magical research gathered by Sacavious over a long
to a party member. If they are somehow released from their cages, they period of time. Taken together, they constitute a fair-sized arcane library.
will stagger out and try to attack with feeble blows, falling to the floor and Although none of the manuscripts is valuable by itself, the collection
shattering if they are struck or pushed. together is worth 1000gp to a wizard. Unfortunately, the parchment is old
All of the cages in this room are locked with wizard lock spells. and brittle. Unless the party has some method of handling the manuscripts
Sacavious was afraid that someone might let them out. that will keep them safe and dry, they will prove very heavy (150lbs) and
If anyone rings the brass bell, all of the victims, including the small very hard to preserve.
animals, will animate and begin to thrash about their cages. They will Sacavious wanted to conceal this library from his assistants. He took
continue for one minute before falling comatose again. An alert character the time to trap the collection with symbol spells. Anyone who opens a
may notice that the thrashing of all these creatures has released a fine manuscript page to see what it is will set off one of these traps, inflicting
dust into the air. Anyone in the room at the time, or for two hours after 3d6 points of damage from a blast of force emanating from the page. The
the bell is rung, will be exposed to disease, as if they had been struck by character reading the text gets no saving throw. Anyone within 10 feet
a mummy. may make a saving throw to take half damage.

Black Skeleton: HD 6; HP 30; AC 4[15]; Atk 1 weapon (1d6)


TS7 — The Wizard’s Den or 2 claws (1d4); Move 12; Save 11; CL/XP 6/400; Special:
shriek causes fear.
This room was where Sacavious spent most of his leisure time, reading,

TS8 — Wizard’s Bed Chamber


plotting and gloating about his plans. There is what is left of an expensive
carpet on the floor. There is a fireplace on the south wall, exactly like the
one described in room TS1 (see above). There is a bookcase on the west
wall that holds a collection of manuscripts, journals and scrolls. There Sacavious’ bed chamber is dominated by a large, canopy bed. Shreds of
are several stuffed couches and chairs, including a particularly large chair gauzy material hang down from the frame, which is carved with images of
where Sacavious preferred to slouch. A small table stands next to the gargoyles and skulls. There are tables and chairs in the room, all draped
large chair. There are a small, black music box and a leather-bound book with the same material used on the bed. Two very large wardrobes flank
on the table. There is a single, large painting over the fireplace, depicting the bed.
Sacavious, seated in the room’s large chair, consulting a tome that floats The bed covers and sheets are old and dried. Under the covers, lying
before him in the air. with its head on the pillow next to the one Sacavious himself used, is a
There are also eight skeletons arranged around the walls of this room. skeleton dressed in a rich woman’s night shirt. The dead woman’s golden
These are the remains of rivals, former associates and people who hair juts from under her nightcap, draped in dry strands over the pillow.
displeased Sacavious at one time or another. The skeletons are mounted This skeleton is not animated. It is remains of a noble lady who spurned
on viewing stands and appear to be held up by wires. Each skeleton is Sacavious centuries ago. The old necromancer thought the skeleton was
dressed in a different costume, including a bishop, a bride, a farmer, a a fine joke.
wizard, a barmaid, a plumed noble woman, a merchant and a courtier. Under one of the tables, concealed by gauzy tatters, is a small chest. It
Although they appear to be ordinary human skeletons, these are all is closed with a wizard lock spell. Inside are a collection of potions that
animated skeletons equivalent to black skeletons. If the skeletons are Sacavious liked to keep handy. The chest holds potions of cure serious
inspected closely, a character will note the white lacquer that covers their wounds (x4), and neutralize poison (x4).
black bones and that each skeleton has two shortswords hidden inside its Both wardrobes are locked. The wardrobe to the left of the bed holds a

60
Tower of sacavious
collection of very aged wizard robes, shoes, hats and gloves. The
shoes and hats are piled in the bottom of the wardrobe, as if by a
person who cared little for clothing. One of the robes is Sacavious’
own official Black Brotherhood robe which he used when he
joined his monk brothers for important rituals. This robe is in bad
condition, but it is studded with a hundred 10gp gems that could be
pulled loose and sold separately.
The wardrobe to the right is not used to store clothing. There
is a flesh golem inside, stuffed in and crouching down, waiting to
burst out and attack. Anyone who forces open the door in any way
will cause the golem to animate. The first attack of the golem will
shatter the wardrobe into hundreds of pieces as it smashes its way
through with fists aimed at the character who set it off. The golem
will pursue until it is destroyed or its target is slain.

Flesh Golem: HD 10 (45hp); HP 45; AC 9[10]; Atk 2 fists


(2d8); Move 8; Save 5; CL/XP 12/2000; Special: Healed
by lightning, hit only by magic weapons, slowed by
fire and cold, immune to most spells.

TS9 —
The Wizard’s Main Laboratory
The undead wreck of Sacavious awaits the party on the top
level of his tower. There, the necromancer has been lying in wait
for centuries. An observant character will notice marks of old
scorching on the stairs up to room TS9. A pair of iron candelabra
can be seen from below, flanking the top of the stairwell. Each
candelabra holds eight black candles, glowing with the pinpoint
remnants of a waning magical fire. They cast a dim red glow back
down the stairs.
This large chamber takes up the entire top level of the Tower
of Sacavious. The room was used as a laboratory for the
necromancer’s most secret and powerful research. No one in
the Black Brotherhood knew that Sacavious was working on
his transformation into a lich. Even his apprentices had only an
inkling of their master’s intentions.
The first thing the party will see from the top of the stairs is a
desiccated corpse in wizard robes, sitting on a high stool, lying face
down on the workbench, across a large, open book. The corpse
has a small, iron box clenched in its left hand. Six black skeletons,
dressed in black chainmail, stand to either side of this figure, as
if waiting for a command. This is Sacavious and his personal
guardian squad of elite black skeletons. When the party looks into
the chamber, Sacavious will sit up, turn to face the adventurers
and attack.
The floor of this large chamber is covered with scrawled magical
symbols and diagrams. These are various necromantic spells,
spells a necromancer must gather and cast in order to become a
lich. There are rags, pieces of candles, feathers, and patches of
glittering dust scattered everywhere on the floor.
The entire east wall of this room is taken up by a long workbench.
There are three shelves above the workbench, constructed so that
they can be reached by anyone working there. The workbench
is strewn with scraps of parchment, bottles, vials and crucibles.
There are candle stubs sitting half-melted all over the workbench,
along with pieces of melted glass, shards of various gems, worn-
out quills and long-dry ink wells. There are ninety-nine glass
jars, sealed with wax, that hold very old (and quite useless) spell
components and alchemical solutions. There are metal tools
scattered about, including four different sets of tongs, two pairs of
iron scissors and an array of spoons, knives, forks, ladles, hammers
and trowels. A display racks hold the dried right hands of a human,
elf, dwarf, halfling, gnome, orc, goblin and mermaid, propped up
on iron spikes. A single claw and five scales from an ancient red
dragon are piled under the lowest shelf.
A large (one foot diameter) iron cauldron stands near the center
of the workbench. It is very warm to the touch. Inside the cauldron

61
Tower of sacavious
are a large, silver ladle (10gp value) and a piece of quartz the size of a
man’s fist. The chunk of quartz is enchanted to heat up any liquid to Scaling the Encounter with Sacavious
boiling when it is dropped into a vessel. Although the dried drops of
Sacavious’ last brew are long gone to dust, the magical quartz is still This necromancer represents a dire threat to any adventuring party. It is
active, keeping the pot warm. incumbent upon the Referee to determine ahead of time how Sacavious
The three shelves hold a wide range of multi-colored glass and crystal will appear in his campaign. There are several different ways to present
vessels, including decanters, beakers, vials, tubes, carafes, bowls and the this monster depending on what the Referee wants Sacavious to do. The
like. There are a dozen glass stirring rods mixed in with the containers three basic options are: Fully armed and operational, depleted or deranged
and tubes. There are three bottles, filled with glowing red liquid, on the and crawling. If Sacavious is deemed to be less than fully capable, the
shelf just in front of where Sacavious is slumped. There are another two experience point value for killing him should be reduced as appropriate.
dozen vials filled with pearlescent liquid, in two groups on the top shelf.
The three bottles of red liquid are special potions filled with an explosive, Fully Armed and Operational Sacavious: Although his broken mind
magical solution. If the bottles are broken, each bottle will explode in a 10 has prevented him from leaving his tower and ranging over the earth,
foot radius, inflicting 3d6 hit points of damage to anyone in that area. Any Sacavious remains a dire threat.
area effect spell that hits these bottles has a 50% chance to set them off… In this variation, the Referee assumes that Sacavious completed his
or to set them off in succession as they blow each other up. These should transformation into a lich and has been able to recuperate all of his
be treated as separate explosions, rather than one large blast, which are spells. This version of Sacavious is aware that the party is approaching
unlikely to damage Sacavious because of his ring of elemental endurance, his lair and has cast spells to prepare for their destruction. In order to
but they will probably destroy the spell book Sacavious is resting on. play this version of Sacavious the Referee only needs to describe him and
The other vials on the shelves contain various potions. Some of these roll for initiative as the necromancer turns upon the party. To add to the
potions are no longer magical, but some of them are still functional. The threat level of the encounter, the advanced black skeletons might also be
party will find potions of resistance to fire (x2), poison (1), healing (x2) operational and join their master in his attack.
and heroism. It is up to the Referee to decide what happens if these vials
are hit by area of effect spells. Depleted Sacavious: The necromancer has completed his botched
The book is Sacavious’ main spell book. It is unlikely that this tome will transformation into a lich, but his spells have been seriously depleted by
survive the party’s battle with the lich. Most likely, it will be destroyed the final siege of the Black Monastery. This version of Sacavious is still
by area of effect spells or the exploding bottles very near it. If the Referee a deadly threat, but has already exhausted most of his spells in the final
rules that this book has survived, it holds all of the spells in Sacavious’ battle. This broken remnant of the Black Brotherhood’s pet necromancer
prepared spell list, plus a 50% chance of each spell from 1-6th levels. has been lying face down on his spell book ever since. He is still a deadly
The small iron box clenched in Sacavious’ hand is his lich phylactery. melee opponent, with his paralyzing touch and other innate powers, as
It is likely to survive the battle because it has 40 hit points. Unless the well as his remaining spells. The advanced black skeletons might be all or
party destroys this item, Sacavious’ lich will re-form to terrorize other partially operational. The Referee might assume that half their hit points
adventurers. have been drained away by Sacavious’ transformation, or that half of them
The black skeletons were with Sacavious when he retreated to his are no longer operational.
tower during the final battle. The necromantic powers unleashed when
Sacavious performed his final ritual may have damaged these monsters. Deranged and Crawling Sacavious: The necromancer’s failed
They may already be damaged. They may attack the party when Sacavious transformation has left him almost completely broken. The Referee
activates, or they may fall into pieces as soon as they are disturbed (see should assume that Sacavious has no spells, or possibly just a few left. At
below for details). the Referee’s discretion, Sacavious should have his hit points and armor
class reduced to reflect the fact that he has not cast spells in preparation for
6 Black Skeletons: HD 6; HP 30, 27, 25, 25, 22, 22; AC 4[15]; the party’s arrival. After he turns toward the party from his workbench,
Atk 1 weapon (1d6); Move 12; Save 11; CL/XP 6/400; the lich emits a ragged gasp and either staggers toward the adventurers
Special: shriek causes fear. or falls to the floor. Sacavious is still capable of harming the party with
his innate lich and necromancer powers, but is only a shell of what he
The Lich of Sacavious (12HD): HD 12; AC 0[19]; Atk 1 hand might have been. The Referee might choose to have only one or two of
(1d10 + automatic paralysis); Move 6; Save 3; CL/XP the advanced black skeletons partially operational (as described above).
15/2900; Special: Appearance causes paralytic fear, touch The others were completely drained of power when Sacavious completed
causes automatic paralysis, spells. his transformation. These rickety black skeletons fall to pieces the
moment they are touched or hit with an area of effect spell. This version
Spells (4/4/4/4/4/1) of Sacavious is more inconvenient than dangerous.
Level 1: charm person (x2), hold portal, shield
Level 2: darkness 15ft radius, detect invisibility, mirror image,
phantasmal force
Level 3: dispel magic (x2), fly, lightning bolt
Level 4: charm monster, dimension door, polymorph other,
wall of ice
Level 5: Cloudkill (x2), Feeblemind, Wall of Iron
Level 6: Disintegrate

62
The Dungeon Levels
There are three dungeon levels beneath the Black Monastery. Dungeon
One is a two level dungeon, referred to as the upper level and the lower Corridor 4: As soon as the first party member is about to exit the north
level. Its main entrance is in the first level of the Tower of Kran the end of this passage, invisible force fields spring up and block the corridor
Dungeon Master. Its halls are below the east half of the monastery. One at both ends. Because the force fields are invisible, characters may walk
quirk of Dungeon One is that the access from above actually leads down into them without noticing. The fields will flash and crackle, inflicting
to the lower level. The only access to the upper level of Dungeon One is 1d3 electrical damage on whoever collides with them. The force fields
to climb up from the lower level. may be battered down with weapons, but the electrical damage applies
Dungeon Two is an entirely separate cellar level beneath the western each time they are struck. The fields can take 30 points of damage before
half of the Black Monastery. It can be reached through several entrances they shatter. They take only half damage from non-magical weapons.
in that part of the monastery. Characters who strike the fields will see cracks appearing in them each
time the electrical damage sparks and flashes. Characters may take simple
measures to insulate themselves from the electrical shocks. The Referee

Dungeon One: should allow any reasonable plan to work. Once they have been battered
down, the force fields will be inoperative for an hour, after which they will
recharge and block the corridor again.
Lower Level Corridor 5: Green goo covers the walls and ceilings of this passage,
dripping in large puddles on the floor. Although this substance looks very
D1A — Five Arches much like green slime, it is harmless. Party members may move down the
passage, carefully avoiding the pools of goo, but a saving throw by each
character is required to avoid having at least a few droplets of green goo
As soon as the party descends the stairs from the Tower of Kran the drip onto heads, shoulders, arms and shoes. Once it has struck a character
Dungeon Master they are confronted with five arched corridor entrances. the green goo will stick like very thick glue. Attempts to wipe it off will
Each corridor presents the party with an unsavory rite of passage to reach only spread it around. Short of magical cleaning, the goo may be removed
the rest of the level. Traps wait to strike the unwary no matter what their by diluting it with any type of alcohol, including wine, or by allowing it
choice. The party can hear a high-pitched voice gibbering and humming several hours to dry and chip off. The dripping goo will probably upset
somewhere down the five corridors. party members but there is no other toxic effect.
The gibbering voice comes from a goblin who is crouched in the circular
Corridor 1: Small bits of gravel are scattered about the floor all along section of area D1A. He has been driven mad by his imprisonment in the
this corridor. They are evidence of a minor trap mechanism that drops dungeon. He now believes himself to be an invincible demi-god. When
small rocks onto the heads of intruders. The trap is triggered by a pressure the party emerges from one of the five corridors he will shout challenges
plate on the floor halfway down the corridor. When it is struck, a shower in goblin, insisting that the party kneel before him. If the party does not
of gravel rattles from small holes along the entire length of the corridor. immediately drop to their knees, the goblin will attack. In addition to his
Although the gravel is annoying, there is no damage or other ill effect weapons, the goblin is carrying 10gp and a large iron key. This is the key
from having it fall on party members. Once it has been spotted or tripped, to room D1C.
the pressure plate is easily avoided.
Insane Goblin: HD 1; HP 8; AC 6[13]; Atk 1 short sword (1d6);
Corridor 2: The body of an orc lies halfway down this corridor. The Move 9; Save 18; AL C; CL/XP B/10; Special: -1 to hit in
body is easily visible from either end; the corpse appears to be desic- sunlight.
cated almost into a mummified state. Anyone walking down this corridor
will notice a distinct hum to the air. This is the hum of magical energy
draining away life force from all who pass. Each round in the hallway D1B — Gnoll Cell
drains one year of life from anyone in it. A saving throw is required to
resist this effect. The Referee should make player characters roll the save The door to this room is a typical prison door, with a barred window for
but even those who fail the first check will not notice anything for five guards to look inside. The door latch has long been broken off and the
rounds. Then, victims will notice things like skin wrinkling, gray hairs room is not locked. Ten gnolls are crouched in this room, gathered around
appearing and faces of comrades growing more gaunt or hollow-eyed. A a single candle, apparently fascinated by the flame. These gnolls are
successful saving throw makes a character immune to the aging effect for fearless warriors and will attack anyone who disturbs them. The gnolls
five rounds, after which a new saving throw is required. Once a saving are carrying a total of 28sp and 14 x 20gp gems.
throw has been failed, the effect is continuous and cumulative each time
the victim passes down this corridor. The dead orc lingered too long in 9 Regular Gnolls: HD 2; HP 16, 13, 12, 11, 10, 10, 9, 8, 8 ; AC
this corridor, searching for the source of the humming. He fell into se- 5[14]; Atk 1 sword (1d10); Move 9; Save 16; AL C; CL/XP 2/30;
nility and was unable to escape death and mummification. The orc was Special: None.
wearing leather armor and clothing that is falling apart. He was carrying
a longsword and 23sp. The next time the party passes this way, the orc Gnoll Pack Leader: HD 3; HP 20; AC 5[14]; Atk 1 sword
will have fallen into dust. (1d10); Move 9; Save 15; AL C; CL/XP 3/60; Special: None.

Corridor 3: Four magic missiles strike every member of any group that
walks at least half way down this corridor, inflicting 1d4+1 damage each. D1C — Refuse Dump
The missiles strike all party members simultaneously with bolts of light
streaking in from every direction, including from below. Another volley The door to this room is a typical prison door, with a barred window.
will fire every three rounds the party lingers in this area. The only way to When the party finds it, the door is open and unlocked. This room is piled
avoid the missiles is to leave the corridor. with refuse. There are several rotted carpets rolled up and piled against

63
The dungeon levels - Dungeon one: Lower level

64
The dungeon levels - Dungeon one: Upper level
the northwest wall. A pile of dung, straw and offal fills the southwest one of the magic weapons listed above; Move 6 (Swim 12);
corner. A straw filthy straw mattress lies in the center of the room. This Save 16; AL C; CL/XP 2/30; Special: Breathe underwater.
was the lair of the mad goblin from room D1A. The goblin’s key from
room D1B opens this door from either side. 1 Lizardman Chieftain: HD 6; AC 5[14]; Atk +3 longsword
A hole in the ceiling, 20 feet above, leads to a tunnel going up to room (1d8+3); Move 6 (swim 12); Save 11; CL/XP 6/400; Special:
M21 of the Black Monastery (see above). The hole can only be reached Breathe underwater, carries magic weapon.
by somehow scaling the wall and reaching across five feet of ceiling. It is
nine inches in diameter and follows a long, winding path to the monastery
above. D1E — Deegon the Cast-Out
Deegon, a deranged ogre, is waiting in the tunnel just beyond this door.
D1D — Lizard Man Hideout Deegon is small for an ogre, standing only seven feet tall. He lives on fish
caught in the river in area D1G, where he is careful to avoid arousing the
A group of 13 lizard men have barricaded themselves inside this giant slug from D1H. Deegon was cast out of his tribe because he was
chamber, bracing the door shut with doorstops improvised from clubs. considered to be a runt, but he has grown into an impressive warrior.
Levers, crowbars or any other reasonable means can be used to batter the
door open, but the lizard men will obviously not be caught off guard. Deegon the Ogre: HD 4+1; HP 33; AC 5[14]; Atk 1 club
When the party enters this room, the lizard men are rummaging through (1d10+1); Move 9; Save 13; CL/XP 4/120; Special: None.
a large, iron chest, located in the angled niche on the eastern wall. They

D1F — Deegon’s Pad


will attack the party with a shower of darts and then charge. Several
lizard men are carrying magic items looted from the chest, including a
longsword +3, a bastard sword +2/+3 versus undead, a flail +1, a heavy
crossbow of speed +1, and potions of heroism and invulnerability. One of This chamber is Deegon’s lair. He sleeps on a pile of rags in the larger
the lizard men will also attempt to use a wand of fireballs (seventh level, alcove to the west. Under the rags is a sack where Deegon keeps his
four charges) on the party, making threatening gestures and snarling what treasure. There is a brass kettle in the sack, filled with 198sp, 172gp and
sound to it like arcane spells but without success. The lizard men are lead 26pp. Another small sack is wrapped up in a rag bundle. The small sack
by a chieftain. holds 2x50gp and 1x100gp gems along with a potion of water breathing
Along with the magic items and weapons. The chest holds 1400sp, and a potion of levitation.
800gp, 11x50gp gems and 4x100gp gems. In the eastern alcove, under a pile of fish bones and other rubbish are seven
skeletons. These undead were originally commanded to attack any human
12 Regular Lizard Men: HD 2+1; AC 5[14]; Atk 1 club (1d8) or they encountered. Deegon examined them, found them uninteresting and
left them lying where he found them, so he did not discover the valuable
weapons that are lying with them. The skeletons will rise from under the
fish bones and attack if any human comes within 20 feet. They are wearing
rusted armor, but their longswords are still in good condition.

7 Skeletons: HD 1; HP 8, 7, 6, 6, 5, 4, 3; AC 7[12]; Atk 1 longsword


(1d6); Move 12; Save 17; CL/XP 1/15; Special: None.

D1G — Underground Stream


An underground stream flows through this large chamber. It rushes
between scattered boulders, reaching a maximum of five feet deep in some
places. Characters who fall into the water can easily save themselves by
catching onto rocks. Anyone foolish enough to pass beneath the stream’s
exit tunnel in the southwest corner of the chamber will need a saving
throw to avoid being pulled downstream and drowned in the quarter mile
of mostly airless channel before the steam reaches the surface again..
Stalactites hang from the ceiling, dripping down onto stalagmites
scattered about the floor. On the south side of the chamber, across the
stream, Deegon has hidden his fishing spear and net as well as a great deal
of refuse from catching, gutting and eating fish. Boulders are situated to
make crossing the stream simple enough for an ogre, but a medium sized
creature would require three successful saving throws at +4 to get across
without wading.
The boulders on the stream’s south bank conceal a door leading to room
D1N. A small band of orcs, allied with Deegon, occupy this room. The
orcs will not come out if the party explores the south shore, hoping to
remain undetected.
The party will note that the stalagmites are smeared with glittering, clear
goop that sticks to shoes and hands. This is the residue left by the passage
of a giant slug that lairs in room D1H. The slug usually does not come out
when Deegon is fishing because the ogre does not use lights and is careful
to make minimal noise. The party is 90% likely to attract the slug if they
are using light sources.

Giant Slug: HD 12; HP 53; AC 8[11]; Atk 1 bite (1d12) or acid


squirt; Move 6; Save 3; AL N; CL/XP 13/2300; Special: Spit
acid

65
The dungeon levels - Dungeon one: Lower level

D1H — Snail Lair D1L — Sea-Cat Pool


The relatively narrow passage between rooms D1G and D1H creates This 20 foot section of corridor is a pool of water 15 feet deep. At the
no problem for the slug to negotiate as its boneless body can easily shape bottom of this pool lurks a zombie sea-cat (resembling a leopard). The
itself to fit through. Characters who move down this passage are sure to undead monster will attack anyone to disturbs the water, bursting up as a
get copious amounts of slug slime on them as the creature deposits large stinking white horror and attempting to drag slain victims to the bottom
amounts here whenever it slips through. of the pool. As with most zombies, the sea-cat zombie always attacks last
There are half a dozen partially dissolved humanoid bodies in this in a combat round.
chamber. Their races are no longer discernable. One of the bodies
belonged to a human adventurer who was trapped here. The body is Zombie Sea Cat: HD 5; AC 4[15]; Atk 2 claws (1d4), 1 bite
wearing a suit of plate armor that appears to be in very bad shape, rusted (1d8); Move 1 (18 Swim); Save 12; AL N; CL/XP 5/240;
and corroded by the slug’s acid. If anyone tries to put the armor on it will Special: Immune to sleep and charm.
take on its true form as plate armor +2 in perfect condition. In addition to

D1M — Lair of the Spirit Naga


its armor class bonus this suit of plate mail is enchanted to give its wearer
magic resistance of 5%.

This room is the lair of a spirit naga. This creature has dwelt in the
D1I — Manticore Skeletons room for many years, collecting trophies from adventurers who make it
far enough into the dungeon to be worth her time to slay.
The skeletons of three manticores guard this chamber. When the The room is decorated with suits of armor (containing the carefully
party enters their bones will be scattered about the room. If any assembled skeletons of their former owners), shield and weapons. There
living creature enters, the skeletal monsters will animate, their bones are seven suits of plate mail, five suits of chainmail, a dozen chain shirts,
springing together in a single action. The manticores will attack with six large shields, nine small shields, fifteen longswords, seven spears,
tail spikes and talons, attempting to follow any escaping characters nine maces and a pair of two-handed swords hanging around the walls.
for several rounds. These skeletons are identical in combat ability to a A special collection of 27 daggers is arranged on one section of wall,
living manticore, but cannot fly. surrounded by 10 morningstars.
The spirit naga’s treasure is stored in chests around the room. There are
3 Manticore Skeletons: HD 6+4; HP 33, 28, 27; AC 4[15]; Atk 2 a total of 23,000sp, 1800gp, 137pp and 86 gems worth 10-200gp each.
claws (1d3), 1 bite (1d8), 6 tail spikes (1d6); Move 12; Save Two of the longswords are magical, including a longsword +1/+2 versus
11; AL N; CL/XP 8/800; Special: Tail spikes. humans and a +1 flaming longsword. Among the other weapons is a flail
+3. There are also a set of chain mail +2. In the chests among the gold
coins, are 137 gold rings worth 10gp each, a ring of protection +1 and a
D1J — Magic Ritual Circles ring of fireballs (seven charges).
The spirit naga will not be easy to kill. She is ancient and wicked and
has no intention of falling to a group of adventurers. If the battle goes
This chamber shows signs of having been used for magical experiments.
against her the naga will attempt to flee or bargain in order to fight again
There are magic circles and symbols drawn all over the floor and walls.
another day.
The stones are burned in many places and the stub ends of black candles
are scattered about the floor. A pair of subterranean lizards guard this
Spirit Naga: HD 9; HP 47; AC 4[15]; Atk 1 bite (1d3 + poison);
chamber. They are pets of the spirit naga that lairs in room D1M. The
Move 12; Save 6; AL C; CL/XP 13/2300; Special: Poison,
lizards are hungry and will attack anything that comes into the room other charm gaze, spells.
than their spirit naga owner. Magic-User Spells (4/2/1):
Level 1: Charm person x3, sleep
Giant Lizard: HD 3; HP 20, 11; AC 5[14]; Atk 1 bite (1d8); Move Level 2: Mirror image, phantasmal force
12; Save 14; CL/XP 3/60; Special: None. Level 3: Protection from normal missiles
Cleric Spells (2/1):
D1K — Trapped Corridor Level 1: Cure light wounds x2
Level 2: Silence 15ft radius

Someone has taken the time to heavily trap this corridor. There are four The naga spends her time invisible (although it does not keep this spell
pits, 10 feet deep, covered by hinged doors that appear to be solid floor. memorized), and her first action if threatened will be to cast silence in
Anyone who steps on a pit trap will be dropped onto a spiked floor for the area around intruders This action will not break her invisibility since
1d6 damage, with a 4 in 6 chance to take an additional 2d6 damage from it is not properly an attack, and although the party might hear the naga’s
the spikes. hissing as it casts the spell, it will sound like the venting of steam much
The trapdoors will swing back up and re-set as soon as a victim falls more than it sounds like spell-casting.
through. The only way to open the trapdoors from below is by picking The naga’s second action while invisible will likely be to create a
the lock. The westernmost pit trap holds the body of a long-dead dwarf. phantasmal force within the silenced area, forming a shadowy, misty naga
The body is wearing scale mail +2 and was armed with a halberd +1. identical to itself as an attacker. The illusion can cause physical damage,
The unfortunate dwarf was also wearing a pair of non-magical gold rings but will not have the charm gaze or the poison bite of a true naga. Since
worth 10gp each and was carrying 18gp in a pouch. the area will be silenced, the illusion’s lack of a sound element will,
The dwarf lying in this pit was a companion of Karl Goldrung, the dwarf obviously, be quite believable.
who died in room M208 (see above). His name was Lugo Silverhand. The naga will continue to prepare itself for combat while the party deals
Although his homeland is too distant for a player character to identify, with the illusion, casting either mirror image, or, if the party is in a position
one of the 10gp gold rings on his finger is a signet ring of a dwarven noble to threaten it with missiles, then protection from normal missiles. Only
family, which reveals the family crest, although not Lugo’s name. Lugo after making as many preparations as possible will it begin dealing with the
was lured off to adventure by Karl the no-good rogue. Although his home trespassers. If any of the characters have remained in the silenced area, this
was in a different kingdom it is possible that the party might somehow is where the naga will begin attacking, using its charm gaze and poison bite.
return his signet ring to his family. These dwarves will honor a debt to the Otherwise, it will try to attack anyone who looks like a magic-user, drawing
party for this service with a reward of 1,000gp. close while invisible to attack by surprise and hopefully from behind.

66
The dungeon levels - Dungeon one: Upper level
alchemical fire will explode for 7d6 damage on the target character and
D1N — Desperate Scavengers seven points of damage to characters in each adjacent square.
Any flammable items on the target character are very likely to explode
A band of orcs has been trapped in this room for two weeks. They are along as well, depending on how well protected they are. The alchemical
afraid to face the giant slug in room D1H after losing three warriors to fire will burn the target character for an additional 1d6 damage on the
that monster. They are unwilling to risk the magical passageways after second round. If the pack misses its target, it should be treated as a
losing one of their leaders in room D1A. They have been living off scraps grenade-like missile to determine where it hits and blows up.
of fish from the stream, left to them by Deegon. They will try to avoid
contact with a party of adventurers, but if their chamber is discovered they Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9;
will fight in desperation. The band of orcs has a communal treasure chest Save 13; AL C; CL/XP 4/120; Special: None.
holding 53gp, 870sp and 1507cp.

10 Orcs: HD 1; HP 8, 8, 7, 6, 5, 5, 5, 4, 4, 2; AC 6[13]; Atk 1 D1CC — Dead Orc


scimitar (1d8) or javelin (1d6) ; Move 9; Save 17; AL C; CL/XP
1/15; Special: None. This room is empty except for a dead orc, lying in the western angle of
the room. The orc was killed by a heavy bludgeoning weapon, like the
club carried by the ogre in room D1BB. The orc’s body has no treasure on
D1O — Haunted Chamber it and shows signs of having been searched by someone else.

A specter guards this chamber. Before this incorporeal monster rises


from the floor to attack, the party will have two rounds of warning as the D1DD — Hungry Ant Room
room echoes with moans and curses that seem to come from the stones.
The specter will rise from the floor in the chamber’s southeast corner. It Giant ants fill almost every surface of this room, including ants clinging
will attack the party but will not pursue out of the room. to the walls and ceiling. There are 68 ants in the room when the party
There are a few rocks and pebbles strewn about the floor. Among them opens the door. They will attack anything they can reach. Unless the
is a small glass ball, about the size of a marble, which is a gem of seeing. party slams the door shut, or finds some way of blasting all the ants before
they escape the room, the ants will pursue relentlessly. The ants cannot
Spectre: HD 7; HP 31, AC 2[17]; Atk 1 touch (1d8 + level open doors, so simple things like a shut door will stop them. Unlike other
drain); Move 15 (Fly 30); Save 9; AL C; CL/XP 9/1100; Special: creatures, the ants will not go away. If the party takes refuge in a room,
Drain 2 levels with hit, immune to non-magical weapons. for instance, the ants will wait outside the door indefinitely until they find
some new prey or something to distract them away.
Hidden under all the ants are three large chests. Two of the chests are

Dungeon One: ordinary objects, with simple locks. The first two chests are trapped with
poison darts that fire up and forward when the lid is opened. Three darts
fire forward and three fire up. Each attacks as a 10HD creature if the

Upper Level person opening the chest is in the area where they fire. The darts each
inflict 1d4 damage and inject their victims with poison that does 1-100
damage unless the victim succeeds on a saving throw.

D1AA — Rat Horde


The first chest holds a large sack of what appears to be thick mud. The
sack weighs twenty pounds and its contents smell like rotted vegetables.
The mud is actually enchanted to completely heal all wounds, diseases
The doorway to this room has a large, ragged hole at its base. The hole and poisons if it is spread on a character’s body. There are 10 applications
is two feet across and looks as if it has been gnawed open. The hole is in the sack.
the work of a horde of giant rats that uses this room as a lair. There are The second chest holds sacks of garlic cloves, belladonna sprigs, 20
23 of these huge rodents lurking in the room when the party approaches. wooden stakes, two wooden mallets, two silver holy symbols of a local
They will be frightened of the lights and noise, but hungry enough to Lawful deity and two silver mirrors. A check of the wooden stakes reveals
attack if the party dares to enter. The rats will attack party members who that one of them is actually a crossbow bolt of blasting.
are holding light sources in preference to other targets, swarming toward If it is fired from a crossbow a crossbow bolt of blasting always hits
these characters and heedless of other dangers. its target, just like a magic missile, provided that the target is in sight
The rats are especially attractive prey for the giant spiders that lurk and within crossbow range. It does normal crossbow damage and then
upstairs, in room M134 (see above). There is a large hole in the ceiling of explodes for 5d6 damage to the target. Creatures in adjacent squares
this room that leads up to room M134, where the spiders have their lair. suffer 1d6 damage from the blast. A saving throw will reduce damage for
The hole is five feet in diameter, large enough for the spiders to climb up any affected creature by half.
the long, winding passage between levels. A few strands of thick web The third chest is not locked. It may be broken open to reveal a red,
should serve to warn anyone climbing up to the hole that giant arachnids glowing orb inside. Once every minute the chest opens by itself and
are waiting above. disgorges another giant ant. It will continue to open every minute until
room D1DD contains exactly 68 giant ants. Forcing open the chest
Giant Rat: HD 1d4hp; AC 7[12]; Atk 1 bite (1d3); Move 12; destroys it and the red glowing orb will fade into nothing. If the chest
Save 18; AL N; CL/XP A/5; Special: 5% are diseased. is moved out of room D1DD it will stop disgorging giant ants until it is
returned to the chamber.

D1BB — Resourceful Ogre 68 Giant Warrior Ants: HD 3; AC 3[16]; Atk Bite (1d6+ poison);
Move 18; Save 14; AL N; CL/XP 4/120; Special: Poison 2d6
An ogre is taking refuge in this room. He is exhausted from killing and (save for 1d4 only).
eating dire rats and has shut himself in this chamber to rest. The ogre is
carrying a pack that holds 50 feet of rope, 10 iron spikes and seven flasks
of alchemical fire. D1EE — Jelly Passage
If he is confronted by three to one odds the ogre’s first attack will be to
throw the pack onto a character who offers several adjacent targets. If the An ochre jelly is lurking against the north wall in this passage. It will
ogre scores a successful attack on the target character the seven flasks of attack and pursue party members until it is slain.

67
The dungeon levels - Dungeon one: Upper level
Ochre Jelly: HD 6; HP 25; AC 8[11]; Atk 1 acid-laden strike in the eastern angle of this room. Any Thief character that walks into the
(3d4); Move 3; Save 11; AL N; CL/XP 6/400; Special: Lightning room will feel as if his mind is being ripped from his body by some sort of
divides creature. arcane force. The character will be reduced to two hit points. Characters
of any other class may enter or leave this chamber without effect.

D1FF —
D1KK — Study
Passageway of Unholy Fire Anyone taking care to examine the open doorway before entering this
Flickering red light can be seen well down the corridor from this area. room will notice that the door posts and lintel are covered with magical
A wide hemisphere of passageway is dominated by a stone slab, carved symbols. A detect magic spell will reveal that these glyphs glow with a
with the emblem of a flaming skull. Real flames flicker from the slab, strong aura of transmutation magic. Any exposed paper or parchment that
lighting walls that are caved with scenes of humans suffering torments in is carried through this doorway will be disintegrated. This would include
the Abyss. Blackened bones and ashes cover the slab. items like maps, if a party member happens to be mapping the room when
The skulls of six humans can be seen in the flames, as well as another he steps through the door.
five that belong to orcs, goblins and an ogre. Inside this room are a desk, bookshelves and cabinets. There are scraps
If the party touches the wall or the stone slab, or if they linger here longer of parchment and drops of ink on the furniture and floor which indicate
than a few rounds, the flames will flicker green and a group of cimota will that this room was once used as a scriptorium for copying books and
materialize from the flames and attack. The number of cimota should manuscripts. The cabinets are locked with very simple mechanisms. Any
exactly match the number of characters in the party. These guardians will reasonable attempt to pick them or force them open will succeed.
not pursue out of the dungeon level. The cimota will throw the bodies of There is a secret compartment in one of the cabinets. Inside is a ring of
the slain onto the slab to be burned away by unholy fire, and then return teleportation. This device works twice a day as a teleport spell, with only one
to their hidden watch. slight complication. Each time the ring is used there is a 10% chance that it
will deliver its wearer 1d10 miles in a random direction away from his intended
6 Cimota: HD 5; HP 40, 37, 33, 30, 30, 25; AC 2[17]; Atk 2 point of arrival. This might cause problems for an adventuring party if they land
claws (1d6); Move (Fly 12); Save 12; AL C; CL/XP 6/400; miles out to sea, on top of a mountain or in some other difficult situation. Any
Special: Hit only by magical weapons. attempt to use this ring to teleport out of the Black Monastery falls under the
rules the Referee is using for teleportation or as detailed on pg. 8.

D1GG — Amber Air


D1LL — Empty Chamber
A pair of stone walls, 10 feet high, face each other in a larger, open area. The
air between them glows amber in the dark dungeon. The first party member This dungeon chamber is empty when the party discovers it.
to walk between them will receive a permanent 1d4 bonus to his hit points.
Thereafter, these partition walls will slam together on anyone else who walks
between them, inflicting 2d10 damage. The walls will then open, taking one D1MM — Mummy Chamber
round to do so, before slamming again on anyone still waiting to smashed again.
Rounding the corner into this area reveals signs of a recent battle. Five
orcs lie dead here, amidst bones and refuse from previous fights. Standing
D1HH — Wall Trap Two against the western wall are four shapes that appear to be desiccated
corpses. These are mummies that will attack the party. If the party flees
This set of partition walls is identical to the pair at area D1GG except that this area, the mummies will not pursue.
they slam shut on the first person to walk between them, inflicting 2d10 Whenever these particular mummies move or fight a fine dust fills the air
damage. The second person walking between them will gain one point of around them. This dust also covers the bodies on the floor. Anyone who suffers
strength permanently. After one person in the party has gained this bonus, a wound from these mummies, or any other type of wound in this room, will be
these partition walls will slam on anyone else who passes through. afflicted with a special type of mummy rot. Once a victim has succumbed to the
disease, the corpse will rise as a mummy (although not wrapped) and shamble
across any distance to return to this room. There, the victim will take his place
D1II — Walls of Sleep as a new guardian of the dungeons beneath the Black Monastery.
Searching through the bodies and bones on the floor will reveal a dozen
Unlike the identical partition walls at D1GG and D1HH, these partition swords of varying types, as well as two useable sets of chain mail. There
walls do not slam together. Any creature who walks between these walls are other pieces of armor here that are long past use. One of the swords
must succeed on a saving throw or fall into a deep, death-like coma is an ornate, jeweled weapon worth 300gp. There is also a great helm,
for 2d4 hours. Other party members may find it difficult to reach their trimmed with gold, worth 200gp. Scattered among the dead are 157cp,
collapsed friend as anyone who fails their saving throw will fall prone in 288sp, 124gp and 23pp.
the center of the passage. Anyone reaching in to retrieve a fallen comrade
must succeed on a saving throw or suffer the same fate. It is possible to 4 Mummies: HD 6+4; HP 39, 30, 26, 21; AC 3[16]; Atk 1 fist
detect signs of life in a fallen victim (100% for a cleric or druid, 85% for (1d12); Move 6; Save 11; AL N; CL/XP 7/600; Special: Rot, hit
another class). Otherwise, the Referee should give players the impression only by magic weapons.
that their comrade is dead. Anyone waking up in this passage hours later
will have a headache, but will be able to crawl from between the partition
walls without having to make another saving throw. Passing through this D1NN — Black Skeleton Chamber
area a second time will require another saving throw and possibly more
hours comatose on the dungeon floor. Four black skeletons guard this chamber. These undead warriors
were originally created to patrol the dungeon. They pursued a party of
adventurers into this chamber some time ago. The adventurers used
D1JJ — Locked Treasure Room dimension door spells to escape back up to the monastery, leaving the
black skeletons still searching for them here. The skeletons will turn and
The door to this chamber is locked with a complicated lock that will attack anyone who opens the door. They will pursue until they cannot
give a thief a -10% penalty to pick open. A sack containing 100gp rests sense intruders or until they are destroyed.

68
The dungeon levels - Dungeon one: Upper level
4 Black Skeletons: HD 6; HP 28, 26, 25, 25; AC 4[15]; Atk 1 of dancing +1 and has boots of speed on his skeletal feet.
weapon (1d6); Move 12; Save 11; CL/XP 6/400; Special: This dead adventurer was a knight named Sir Daltry the Bold. Sir Daltry
shriek causes fear. is a friend of a number of important nobles of the realm, and they will be
sad to hear of his death. His suit of armor bears his heraldic crest of a
dragon rampant, holding a sword. Anyone wearing or selling this suit of
D1OO — Locking Chamber armor might be subject to awkward questions if Daltry’s friends hear of it.

There are two doors leading to this chamber, one at each end of a short
corridor section leading to the room. These doors are made of iron. They
are four times as heavy and strong as ordinary fortified doors. These doors
D1RR — Black Skeletons’ Victims
are also enchanted to close and lock one round after they are opened, A squad of eight black skeletons guards this chamber. They were left
unless they are held or blocked to prevent this. here long ago with orders to defend the room. Although they have nothing
Unless the party is equipped with very good prying and pounding tools, more to defend, these skeletal warriors will attack and pursue anyone who
it will be virtually impossible to batter their way out. Without the ability crosses the threshold, dragging the bodies any victims back to this room.
to pick the locks from the inside, the only means of escape is magic. The A number of old victims are piled in this room’s southwestern alcove.
Referee should emphasize the strength and complexity of these doors so Their bones are mixed with those of other creatures, such as dire rats
the party has fair warning to avoid a horrible fate. and the husks of giant centipedes. Among this long-corroded mass are
A thief listening at the door into room D1OO may hear moaning and scattered 175sp, 215gp and 3x50gp gems. A wooden case under the bodies
laughter from within, as well as the sound of something shuffling about holds a potion of healing, a potion of extra-healing, and a potion that acts
the chamber. In the room beyond is a figure that once must have been as an anti-toxin to any sort of poison (if it is administered immediately).
human, but now has the burning red eyes and sunken features of a wight.
This unfortunate person was a member of an adventuring party that was 8 Black Skeletons: HD 6; HP 31, 30, 28, 26, 25, 25, 24, 23;
trapped by the iron doors. The horror of his situation transformed him AC 4[15]; Atk 1 short sword (1d6); Move 12; Save 11; CL/XP
into a wight. The gnawed and broken bones of his former comrades are 6/400; Special: shriek causes fear.
scattered about the room and their gear is piled in a corner.
The adventuring gear includes the usual ropes, tools, sacks, flasks and the
like. Most of this equipment is too old and decayed to be of use. Amidst
this pile of rusted armor and useless gear is a scroll tube containing a scroll
D1SS — Ramped Passage Chamber
of fireball, lightning bolt and magic missile (x2). There is also a set of The passageway that leads to this chamber slopes sharply down, ending
chain mail +2 and a dagger +2 along with three longswords and a composite in a ramp down to the floor of D1SS. Five giant scorpions lurk here, ready
longbow. Anyone searching the wight with discover that he has stuffed to leap on the first person down the ramp.
145cp, 477sp, 15gp and 12pp stuffed into the sagging folds in his clothing. There are a large number of bones scattered about the room, as well as
2637cp, 429sp and 1gp.
Wight: HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; This is the room where characters appear if they touch the magical
Save 14; AL C; CL/XP 5/240; Special: Drain 1 level with hit, hit dagger in room M55 (see above). The scorpions will automatically gain
only by magic or silver weapons. surprise against any characters teleported here. All that is needed to
teleport back to room M55 is for a character holding the magical dagger

D1PP — Bone Piles


to will themselves and anyone within 10 feet to teleport back there. The
magic dagger’s teleportation powers will only work between rooms M55
and D1SS and only while it is actually in one of those two rooms.
This room is piled high with stacks of human and humanoid bones, as if If the party has already visited room D1SS and slain the giant scorpions,
someone were storing them for later use. All of the bones are dry and have they will be back and ready to fight again when party members teleport
obviously been here a long time. in. The same will be true if the party subsequently visits room D1SS by
Under one particularly large pile of skulls is a chest with a strong magical dungeon exploration.
aura. Opening the chest reveals a pile of what appears to be 12,000gp.
The treasure is an illusion. There are actually only 4242sp in the chest. 5 Giant Scorpions: HD 6; HP 35, 32, 30, 24, 20; AC 3[16]; Atk 2
Anyone who opens the chest and sees the gold must succeed on a saving pincers (1d10), sting (1d4 + poison); Move 12; Save 11; AL N;
throw or be filled with murderous greed. Party members who fail their CL/XP 8/800; Special: Lethal poison sting.
saving throws will be under a powerful suggestion spell lasting 1d3 hours.
During that time, they will be convinced that the gold ought to be all
theirs, and others, including their comrades, are trying to rob them.
Although the spell is not strong enough to make party members kill each
D1TT — Ogre Interior Decorators
other, it is possible that victims might grapple and fist fight with even A pair of ogres has decided to make this room their new lair. They
their closest friends as long as they are under the spell’s influence. They have gathered bits of furniture from other parts of the monastery and are
will use lethal force against strangers who seem likely to take their gold – puzzling over how to make them work for large creatures when the party
which includes everyone else. enters. The ogres have been feeling a bit hungry and will attack, trying to
slay and drag off at least one party member.
A large sack in a corner hold 2737cp and 2x500gp gems as well as other
D1QQ — Webbed Alcove items like two dozen rat skins, various rusted human-sized tools and a
length of heavy chain, 35 feet long and weighing 100 pounds.
The center of this chamber is trapped with a hinged trapdoor that will drop
anyone who steps on it into a 10 foot deep pit for 1d6 damage. The trapdoor 2 Ogres: HD 4+1; HP 29, 25; AC 5[14]; Atk 1 weapon (1d10+1);
will swing closed and re-set once a victim has fallen through. The only way Move 9; Save 13; CL/XP 4/120; Special: None.
to escape the pit from inside is to pick the lock, although it can be broken
open from the outside with considerable effort and manpower. The locking
mechanism is not accessible from outside the pit. D1UU — Elaborate Web Design
The alcove in the northern section of this room is filled with webs,
identical to a web spell. There is a human body concealed at the western A group of 8 giant spiders has begun to construct an elaborate web in
end of this alcove, completely swathed in webs. This unfortunate this room. The webs fill the entire northern half of the chamber. The
adventurer was wearing a suit of plate mail. He is still holding a longsword spiders are intent on their task and will ignore intruders unless they are

69
The dungeon levels - Dungeon one: Upper level
attacked, or anyone touches their web. This will bring all eight spiders who seemed to waver in their faithfulness to the order. He would arrange
scrambling in search of prey. for them to be transported to this room via the enchanted chair currently
sitting in room M45 above. They would appear in the heavy wood and
8 Giant Spiders (4ft diameter): HD 2+2; AC 6[13]; Atk 1 bite iron chair, where Kran would appear some hours later to question them.
(1d6 + poison); Move 18; Save 16; CL/XP 5/240; Special: Recruits would be told that they had been transported to the lowest plane
lethal poison, 5 in 6 chance to surprise prey. of the Abyss where their innermost thoughts would be revealed.
The chair and its manacles glow with magic if subjected to a detect
magic spell, but the old enchantment that used to automatically lock the
D1VV — Moldy Room subject to the chair no longer functions. The chair will teleport anyone
who sits down in it back to the chair in room M45. In order to activate
The walls, floors and ceiling of this room are completely covered with the return teleportation effect, a character must stand up and allow the
yellow mold. Although there are several mold-covered stones in the room chair one minute to re-activate. The chair will not allow another person to
that might look like treasure, there is nothing of value here. There is teleport from its partner chair in room M45 as long as anyone is already
plenty of peril for anyone foolish enough to disturb the mold. sitting in it.
All equipment and clothing carried by a character who teleports into
Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore room D1YY will be separately transported to a large compartment directly
cloud; Move 0; Save n/a; CL/XP 3/60; Special: Poisonous beneath the chair, so a party member will find themselves sitting naked
spore cloud, killed by fire. in a dark room that glows red with demonic light. This compartment is
locked with the same key that opens the door out to room D1XX. The
door is easily spotted by anyone who is not sitting in the chair.
D1WW — Receiving Rooms This may place the party in a difficult situation. Without understanding
that the chair needs time to re-activate, players may assume that their
These rooms once stored barrels used in shipping goods to and from the characters are trapped in some unknown place by a one-way teleportation
monastery. The barrels are long since gone, leaving beyond a few dried effect. Players whose characters are still upstairs may not understand that
and broken barrel staves and six rusted barrel hoops. the chair will not function again because a party member is still sitting in
the heavy chair in this room.
A kindly Referee will only trick the party into following their companion,
D1XX — Bugbear Camp making them assume that they must find their way out of the dungeon on
their own. This is the best alternative. It is always best when player
Five bugbear warriors have wandered into this room. They are camped characters are not deprived of their equipment for too long and the party
out and sleeping when the party arrives. Although they will fight to the is not split permanently.
death if trapped, these humanoids mostly wish to escape. They will parley A cruel Referee will allow the party to be separated with at least one
if the party gives them the opportunity and flee if they see any opening. member lost and probably naked.
The doorway leading to room D1YY is an iron door. It is locked from

D1ZZ — Vampires!
both sides. The keys are on the ring hidden in the Tower of Kran the
Dungeon Master, room TK9 (see above).

5 Bugbears: HD 3+1; HP 25, 19, 14, 13, 10; AC 5[14]; Atk This room appears to be occupied by a pair of vampires. Their searing
1 club (1d8+1); Move 9; Save 14; CL/XP 3/120; Special: eyes, gaunt features, claws and fangs leave little doubt as to their vampire
Surprise opponents, 50% chance. state. These vampires are actually very realistic illusions, complete
with hissing sounds and a graveyard stench. They will pursue a fleeing
adventure party all the way to the monastery gates, but they have no actual
D1YY — power to harm. Any attacks they launch will pass through their targets
unharmed. Once the party has caught on that these are illusions, their
Torture Initiation Chamber insubstantial nature will be clearly visible.

This room can only be reached by opening the heavy, iron door in room
D1XX (see above). It is a cylindrical chamber with perfectly smooth D1AAA —
Owlbear Sleeping Chamber
walls. A small, iron screen, reaching from floor to ceiling, blocks the
view into the room from the corridor outside. There are iron rings set into
the wall at 10 foot intervals, eight feet off the floor. The walls are painted
with streaked, red paint and black outlines of bat-winged demons. The An owlbear has wandered in to this room and is sleeping in the chamber’s
remaining red paint glows with an eerie light that allows only minimal western angle. Unless the party takes care not to awaken it, this monster
visibility in the room. A heavy, wood and iron chair sits in the center of will attack and try to devour everyone it can reach.
the room. There are manacles to lock a victim’s wrists and ankles into
the chair. Owlbear: HD 5+1; HP 27; AC 5[14]; Atk 2 claws (1d6), 1 bite
This room was used by Kran the Dungeon Master as a test of new initiates (2d6); Move 12; Save 12; CL/XP 5/240; Special: hug for
to the Black Brotherhood. Abbot Asmodeus would identify new members additional 2d8 if to-hit roll is 18+.

70
The dungeon levels - Dungeon Two

Dungeon Two D2D — Dinner on the Hoof


Someone has led a cow into the dungeon and left it here. This animal is
D2A — Dungeon Two Entrance thirsty and frightened. It will make loud bellows at any humans that enter
the room, but is too skittish to serve as a beast of burden or do anything
except run in panic. If the party allows it to escape out the door, the cow
The entry to Dungeon Two is down a set of stairs from room M21 (see will run off in a random direction, possibly tripping traps or encounters
above) in the Black Monastery. A 50 foot coil of rope with a grappling along its way, at the Referee’s discretion.
hook attached, lies in the northeast corner. A large rat hole in the ceiling of this chamber leads up in a long, winding
path to room M105 in the monastery above. This hole is nine inches in

D2B — Skeletal Pursuers


diameter and has some even tighter squeezes along the way. So far, no
giant rats have threatened the cow, but they will soon turn their attention
to this bovine victim if the party leaves it in this room. If the party does
Five black skeletons stand in the southern alcove of this chamber. They not rescue the cow, the next time they visit this room they will find it dead
are under orders to attack and pursue intruders. They will chase party with its flesh stripped down to the bone.
members upstairs, into the monastery, but will not pursue farther than
room D2C in the dungeon.

5 Black Skeletons: HD 6; HP 35, 31, 24, 24, 23; AC 4[15]; Atk 1


D2E — Flock of Birds
short sword (1d6); Move 12; Save 11; CL/XP 6/400; Special: A flock of hundreds of black birds, each the size of a sparrow, is trapped
shriek causes fear. in this room. They are perched on the floor, on niches in the walls, and in a
narrow recess that runs around the chamber between the walls and ceiling.

D2C — Hallway of Fine Art


Any noise, sudden movement or light source will stir the flock into six
swarms of flapping, pecking fury.
The flock will attack until they are destroyed (only possible using
This long, wide hallway used to be decorated with a mural depicting a fireball or similar means of mass destruction) or until all lights are
scenes from the Nine Hells. Now, the paint has long since peeled away in extinguished. The mass attacks cause 1d6 points of damage per round
most places and only bits of the mural are visible. If any member of the to every character in the area, with a saving throw for half damage. Then
party is Lawfully aligned, the mural retains one deadly power. As soon they will return to their perches and wait to be disturbed again.
as a Lawful-aligned character passes the north-south corridor junction
leading to room D2U, the remnants of the mural will blaze white in the
darkness and three hellcats will leap out of different painted spots to D2F — Lower Shrine
attack. The hellcats will appear in three different locations, best suited to
trap the party between them, blocking escape. Anyone bothering to check this portal before opening it will see flames
flickering in the crack below the door. The flames are the flickering breath
3 Hellcats: HD 7; HP 37, 35, 34; AC 5[14]; Atk 1 bite (2d6) and and auras of six fire mephits that are lurking in this chamber. These
2 claws (1d4+1); Move 12; Save 9; CL/XP 8/800; Special: Hit creatures were summoned and trapped by the arcane power stored here.
only by magical weapons, 20% magic resistance. The air coming out from below the door is quite hot, giving warning of
what is inside.
This chamber was a lower shrine for the Black Brotherhood. The walls

Hellcat
are painted black, with read teardrop and pentagram symbols of the Dark
God on all four walls. In the south end of the room are a low dais and an
altar. The top of the altar is hollow and filled with magical flames. There
Hit Dice: 7 are several stone bowls sitting on the floor next to the altar.
Armor Class: 5 [14] The mephits were originally summoned to this room and bound to the
Attacks: 1 bite (2d6) and 2 claws (1d4+1) altar in order to keep the flames burning there. Two of the eight mephits
Saving Throw: 9 originally trapped here have managed to escape as the old wards have
Special: Hit only by magical weapons, 20% magic slowly worn off over the centuries. They cannot leave the room because
resistance the arcane wards still tether them like leashes to remain near the altar. The
Move: 12 ward prevents them from burning down the door, but as they have waited
Alignment: Chaotic to escape, the mephits have burned away all of the wooden altar pieces
Challenge Level/XP: 8/800 and furniture in the room.
That was a century ago. Now, the mephits are bored and looking for an
These creatures are demonic felines, often kept as pets by the excuse to burn up something else, such as player characters. The mephits
denizens of the netherworlds. In some cases, they may find their will attack and fight to the death, since destruction of their physical form on
way to the material planes, either by being summoned or by being the prime material plane also releases them from servitude in this chamber.
sent there to serve as the ally (or tempter) of a Chaotic villain who A search in the blazing hollow of the altar will reveal pieces of twisted
has made a pact with the powers of darkness. iron, glowing with heat. These were offerings of weapons made to the
Hellcats cannot be seen in the light, and even in the darkness Dark God as part of the necromantic rituals to bind black skeleton guards
they are little more than a feline shape limned in strange shadow, to the dungeon. Among the pieces of very old and scorched iron is a lump
the size of a leopard or other great cat. Like most cats of demonic of pure platinum weighing five pounds. It is the remains of a sacred bowl
persuasion or not, hellcats can be fickle in their allegiance; a also sacrificed here. It is the equivalent weight of 250 platinum pieces!
hellcat may change its preferred “master,” attaching itself to a Removing anything from the altar will cause the fire to go out as the
particularly Chaotic individual in preference to its original one. remaining two fire mephits are released from its wards. They will attack
Most hellcats encountered on the Material Planes are female; the the party just for fun and the sheer joy of being free.
tomcats are rare, larger, and less capable of traveling from one
plane of existence to another. 6 Fire Mephits: HD 3; HP 24, 18, 15, 12, 12, 11; AC 5 [14]; Atk 2
fiery touches (1d3+1); Move 9 (Fly 18); Save 14; AL C; CL/XP
4/120; Special: Spit fire, gaseous form.

71
The dungeon levels - Dungeon Two

72
The dungeon levels - Dungeon Two

D2I — Vacuum
Fire Mephit When the door to this room is opened it will be torn out of the party
Hit Dice: 3 member’s grasp and flung back against the inside wall with a loud boom.
Armor Class: 5 [14] Anyone standing in the square right in front of the door must make a
Attacks: 2 fiery touches (1d3+1) saving throw to avoid being sucked into the room by a powerful vacuum
Saving Throw: 14 effect. A character that fails this save will be flung into the room and
Special: Spit fire, gaseous form suffer 3d6 damage from collision with a grate on the western wall. Air is
Move: 9 (Fly 18) blasting from three metal grates in the east wall and into three grates on
Alignment: Any the west wall. The effect is powerful negative pressure with the corridor
Challenge Level/XP: 4/120 which will tear at clothing and suck in random debris. To tear a character
away from the western grate requires that the character(s) attempting this
Fire mephitis are minor fire elementals, more cunning than (a maximum of two at a time) roll lower than their (combined) strength
true elemental powers but not terribly intelligent. They are scores on 5d6. A similar check is required to close the door.
often servitors of more powerful elemental beings such as the Although the party has no way of knowing it, the air is streaming
efreet, and may occasionally be found on the material planes. A directly out of and back into the elemental plane of air. Every minute
fire mephit can breathe flame for damage of 1d8+1, half if the the party spends in this room there is a 10% chance that a large, enraged
victim makes a saving throw. The fire has a range of 20ft. When air elemental will swirl out of the eastern grates and attack anyone in
in gaseous form, the mephit is visible and foul-smelling; it cannot the room or nearby corridor. Characters attempting to fight in room D2I
be attacked other than with spells that would affect gas, but it suffer a -4 penalty to all attacks and other die rolls. Characters standing
cannot attack, either. within 20 feet of the open door suffer only a -2 penalty. This rushing air
does not, of course, affect the elemental at all.
Once per hour, the wind rushing through room D2I abruptly stops and
remains still for a full minute. If the door is open when this happens it will
D2G — Dead Hag slam shut with another loud boom.

A freshly killed annis-hag lies dead in the corridor here. She appears to Air Elemental (12HD): HD 12; HP 70; AC 2[17]; Atk 1 strike
the party as a very tall old woman with green skin, fangs and claws. There (2d8); Move (Fly 36); Save 3; AL N; CL/XP 13/2300; Special:
is no physical evidence of what may have killed the hag. She has been Whirlwind.
dead no more than a few hours. In a sack on her belt are 3gp, an enormous
pair of fishnet stockings and a pair of black satin garters.
D2J — Bad Potion
D2H — Spinning Room A vial of pink liquid sits in the northeast corner of this area. It is about
the size of a potion, but any beneficial magical effects have faded. Anyone
The entrance to room H2 is a wall of dark, completely filling the who drinks this liquid will retch and vomit for one minute and will be
doorway. Anyone bold enough to pass through this very powerful nauseated for the next hour unless some sort of magical healing is applied.
darkness spell will find themselves in a round chamber with walls, During the time a character is nauseated he will be unable to attack, cast
ceiling and floor all painted jet black. Suspended on a chain from spells, concentrate on spells or take anything else except taking single
the center of the ceiling is a necklace made of chunks of quartz. move actions each round.
This necklace allows its wearer to create a globe of light around his No matter what the party does with this vial, another vial of the same
body radiating out for up to 100 yards. The wearer may choose how pink liquid appears in the exact spot eight hours later.
bright the light is, from a dim glow to full daylight, and the radius it
emanates. This effect lasts for up to 10 minutes and can be used only
once per day. D2K — Glass Mosaic
A moment after the first party member enters this room the entire room
will begin to spin. There is no sound, and the perfectly black walls will The southern wall of this room is decorated with an intricate glass mosaic
not betray the motion. The necklace and chain also spin with the room, of a ghostly woman, shrouded in wisps of star dust and otherworldly
revealing nothing by their position. The speed of the spin is fast enough clouds. She appears to be rising from a brazier, which is overflowing with
for the characters to feel it begin, but not fast enough to fling them to the a black, star-filled void. A real brazier, identical to the one in the mosaic,
room’s edges. sits in front of the south wall.
The party may have great difficulty locating the door back out of If a party member places a fire source in the brazier, it will flare into a
the room. Characters standing outside the room will not see any brilliant flame, seven feet high. A gibbering mouther, summoned out of
change, but careful listening (even by characters other than thieves) the ether, will rise from the flames and attack.
will reveal that the voices of their comrades in the room go from The brazier is made of bronze and weighs 25 pounds. It is worth 50gp. If
loud to faint as the open portion of the doorway passes by each spin. the brazier is removed from this room it loses all magical powers. Within
Objects wedged into the doorway to stop the spin will be destroyed, eight weeks of its removal from this chamber the brazier will disappear
including player character limbs and heads if they are foolish enough from wherever it is located and reappear in room D2K where it will repeat
to try this. Any character who sticks a head or limb through the its strange effects.
doorway will have the opportunity to avoid having it crushed by
making a saving throw. Gibbering Mouther: HD 4+4; AC 1[18]; Atk 6 mouths (1hp);
Any reasonable plan to leap back out of the black room should work, as Move 3; Save 13; AL N; CL/XP 6/400; Special: Gibbering, spit,
the room is not spinning fast enough to prevent all escape. There is time pull prey underneath.
for one character per round to leap through the doorway to safety. As

D2L — Wandering Monsters


soon as the last character exits H2, the room stops spinning until another
creature enters.
If the party takes the necklace of quartz crystals out of the room, it
will function for eight days. At the end of eight days the necklace will This chamber is empty when the party finds it. At the Referee’s
disappear from wherever it is, and reappear in this chamber. discretion an encounter with a wandering monster will take place here

73
The dungeon levels - Dungeon Two

D2O — Four More


Gibbering Mouther Four black skeletons guard this area. They will attack and pursue
Hit Dice: 4+4 anywhere in the dungeon.
Armor Class: 1 [18]
Attacks: 6 mouths (1hp) 4 Black Skeletons: HD 6; HP 43, 35, 32, 20; AC 4[15]; Atk 1
Saving Throw: 13 short sword (1d6); Move 12; Save 11; CL/XP 6/400; Special:
Special: Gibbering, spit, pull prey underneath. shriek causes fear.
Move: 3
Alignment: Neutral
Challenge Level/XP: 6/400 D2P — Statues and Arcane Symbols
Gibbering mothers are amorphous blobs of flesh with multiple The center of this room is dominated by a strange, arcane symbol. A
eyes and mouths appearing and disappearing from the quivering large red triangle is painted on the floor. Three statues of lizard men, each
mass of the body as it moves along. The mouths gibber and babble about eight feet tall, have been placed at the three points of the triangle. A
meaningless, speech-like noises; the monster is perpetually red circle has been painted inside the triangle. If any of the three statues
accompanied by this disturbing and inhuman sound except when are touched or tampered with they will animate, springing to life and
it is waiting to ambush prey, in which case the eyes and mouths attacking the party.
are all kept closed, and the monster appears to be nothing more If a character steps into the circle, a rod will rise out of its center. The
than an oozy pile of earth. When the mouther spots prey, it rod appears to be an iron bar with metal studs arranged in a circle around
begins gibbering loudly, causing anyone within 60ft to make a it six inches from one end. This is a staff of striking +3. It will function
saving throw or become confused (per the spell). Each round as a magical rod of that type with only one exception. The rod is cursed
spent listening to the mouther requires another saving throw. In so that every fifth time it is wielded in battle by any creature, madness will
any given round, the mouther will have six mouths available overcome the wielder. As battle begins, he will feel an irresistible desire
either to spit or to bite. The creature’s spittle flashes brightly to slay the nearest creature, friend or foe. He will fight until his target is
upon impact with most surfaces, causing anyone nearby to make slain or he has been subdued or killed in combat. There is no saving throw
a saving throw or be blinded for one round. The mouther’s against this curse.
bites are not particularly deadly in and of themselves, but once As soon as the staff of striking is touched or moved, the lizard statues will
a mouth hits it fastens on and continues to do automatic damage attack, fighting to recover the rod. They will be joined by an additional
thereafter. Also, if a character has 3 or more mouths fastened to four animated lizard man statues, which will rise from beneath trap doors
him, there is a risk of slipping and being covered by the mouther in the corners of the room.
(which allows the mouther to attack with 12 additional mouths
on its underside). The chance of slipping is 5%, and if more than 7 Lizard Man Statues: Lizardman: HD 4; AC 3[16]; Atk 2 claws
3 mouths are attached the chance increases by 5% per additional (1d3), 1 bite (1d6); Move 6 (Swim 3); Save 13; AL N; CL/XP
mouth. The ground around a gibbering mouther, in a radius 4/120; Special: None.
of 5ft, will be soft and mud-like, for the mouther changes the
consistency of the ground beneath itself.
D2Q— Pit Trap
exactly four hours after the party enters the room. The encounter may be A sign has been pinned to the door of this room with an iron nail. Written
of the Referee’s choice, but a squad of black skeletons similar to those in elven, the sign says, “Enter at Your Own Risk.” Opening the door will
encountered in B2 would be a good suggestion. trigger a trap firing 12 sharp, wooden stakes. Anyone standing in the area in
front of the door, will be struck by 2d6 stakes for 1d4 damage each. All of
the remaining stakes will strike any character standing behind the first target.
D2M — Wizard’s Sleeping Chamber Most of the floor in this room is a pit trap, covered by an illusion, making
it appear to be a normal dungeon floor. Only a one foot wide walkway of
floor around the room is real. Anyone stepping on any other part of the
There are two cots, a small wooden dresser and a broken wooden desk
floor will fall through, landing on spikes 20 feet below for 2d6 damage.
in this room. Inside the desk are three sheets of parchment and four
When the party first enters this room they will find a dead goblin lying in
inkwells.
this pit. This was one of the goblins from room M30, upstairs, who triggered
The fourth inkwell contains what looks and functions like ink but is
the teleportation enchantment and appeared in the closet in this room. The
also a slow acting poison. A wizard who uses this ink is likely to get unfortunate goblin promptly fell into the pit and died. His companions
it on his fingers and onto his tongue from there. Poison will seep into assumed that he had been disintegrated and did not come to look for him.
his system under his fingernails and through small wounds in his mouth. Although there are scattered bits of bone and rusted metal in this pit along
After scribing five levels of spells with this ink a wizard will begin to feel with the dead goblin, there is no treasure left by previous victims.
the effects of the poison, possibly expiring in a laboratory or study far A rotted tapestry covers most of the wall opposite the door. This tapestry
from help, at the Referee’s discretion. covers the door of a large closet. Inside the closest are the broken remains
of two black skeletons. Lying amidst the bones is a bastard sword +1/+2

D2N — Skeleton’s Glowing Key versus undead. The sword and bones are remnants of a battle from many
years ago.
Anyone stepping into this closet will be teleported to room M30 in the
Six black skeletons guard this area. They will attack and pursue monastery above. It is necessary to leave the closet and re-enter it in order
anywhere in the dungeon. to return to room D2Q.
One of these black skeletons is carrying an iron key that glows magical
under a detect magic spell. This key opens the door to area D2V.
D2R — Niche Room
6 Black Skeletons: HD 6; HP 34, 32, 24, 23, 23; AC 4[15]; Atk 1
short sword (1d6); Move 12; Save 11; CL/XP 6/400; Special: The westernmost niche of this room has a pyramid-shaped chest in it.
shriek causes fear. The chest gives off a sickly-sweet odor, but is otherwise empty.

74
The dungeon levels - Dungeon Two
away, there are still 257cp, 358sp and 145gp inside the worms. One of
D2S — Black Bones and Skulls the worms also has a shortsword +3 jammed painfully up to the hilt in its
outer carapace.
Black bones and skulls are scattered about this room. A check will
indicate seven skulls that obviously came from the dungeon’s black 2 Purple Worms: HD 15; HP 64, 58; AC 6[13]; Atk 1 bite (2d12),
skeleton guardians. A single masterwork shortsword lies in one corner, 1 sting (1d8 + poison); Move 9; Save 3; CL/XP 17/3500;
covered by bones and dust. Special: Poison sting, swallow whole.

D2T — Cold Storage D2V —


Frost covers the walls of this room. Freezing cold fog covers the floor Acid Lock and Skeleton Guards
two feet deep, flowing out into the corridor when the door is opened. The
sound of machinery creaking and whining can be heard from beyond the The entrance to this room is through a set of double doors. These
curved north wall. There is quite a bit of frozen blood on the floor in this doors have been banded with iron and are three times as strong as normal
room, hidden by the fog; indeed, any fighter of higher than first level can fortified doors. The doors are sealed with locks reinforced with wizard
immediately tell that there is enough blood spilled here to have proven lock spells. The locks have no visible keyholes or other means to open
fatal to three man-sized creatures. Anyone who tries to linger or camp them. The only way to get past these doors, short of tunneling through the
in this room will discover that the temperature plummets to zero degrees stone around them, is with magic, or by using the key found on the black
when the door is shut. skeletons in room D2N.
The keyhole to open the doors is not actually on the lock. It is
located on the south wall, in the extreme southwest corner of D2U.
D2U — Purple Worm Chamber Even with the key, the lock is trapped with a symbol that causes
anyone who puts the key into the mechanism to suddenly begin
The floor of this large chamber is of dirt. Anyone standing at the sizzling with corrosive acid, which inflicts 3d10 points of damage
entrance will notice a large pair of iron doors on the dim far end of the as well as splashing for 1d3 points of damage onto anyone standing
chamber and a hole, approximately two feet in diameter halfway along within five feet of him when he sets off the symbol. A saving throw
the western wall. will reduce the damage by half. This symbol is set to affect anyone
The opening in the west wall is the terminus of the shaft that leads up who is not either the abbot or one of his inner circle. The abbot’s
to room M30 (see above), used by the abbots to feed their pets. Anyone inner circle included Abbot Asmodeus, Sacavious, Kran the Dungeon
who displeased (or amused) the abbot might find himself on a slide down Master and the eight Scribes of Iniquity.
the shaft to room D2U. The slide would land the victim unhurt on the dirt Twelve black skeletons guard this area. Six are stationed in the narrow,
floor, possibly feeling himself lucky to be have survived. This run of luck western section of D2V. Six more will burst out the door of D2W and join
was usually short-lived. in any fight.
If it is inspected for stability, the dirt floor does not look firm. It looks
loose, as if it had been recently dug up. Characters who step into the room 12 Black Skeletons: HD 6; HP 40, 38, 30, 27, 26, 25, 25, 24, 24,
will notice that their feet sink in several inches. Lurking beneath the dirt 23, 22, 22; AC 4[15]; Atk 1 short sword (1d6); Move 12; Save
are three purple worms. Any disturbance, such as walking across the dirt 11; CL/XP 6/400; Special: shriek causes fear.
floor, will rouse the worms to attack.
These worms were brought here as tiny wormlings by an abbot
of the Black Brotherhood. The abbots passed on these pets to the D2W — Javalin Room
next abbot, each one taking an interest in their care and feeding. By
the time Abbot Asmodeus inherited them, they were huge monsters. The party will find the door to this chamber standing open after they
They have been sustained here ever since Abbot Asmodeus died by have survived or avoided the twelve black skeleton defenders of D2V.
the timeless, arcane power of the monastery and their species habit The room is empty, except for a javelin leaning in the northeast corner.
of going dormant when there is no food source. Although they have This is a javelin of fire +1. When thrown, this weapon bursts into a shaft
lately been getting a more steady supply of prey, these monsters are of flame that strikes and sears a target for the expected 1d6+1 weapon
hungry for more. damage but also for an additional 1d4 points of fire damage. As soon as it
Inside the worms are a total of seven human and four orc skeletons; the strikes or misses a target, the javelin reverts to the appearance of a normal
remains of recent victims swallowed by these monsters. The worms have weapon until it is thrown again.
gulped down five suits of chain mail as well as four longswords and four
daggers. Although all leather and perishable equipment has been eaten

75
The dungeon levels - Dungeon Two

D2X — Bottomless Pit D2Z — Glass Coffin Cavern


A narrow stone stair leads down twenty feet to a natural cavern with A rough cavern passage and stairs lead down another thirty feet to this
a black, steaming pit in its floor. This pit swallows all light. Anything room, which is a rough cave filled with stalactites and stalagmites. In
tossed into it (including characters who jump in without a rope to pull the center of the cavern is an oblong table of stone on which sits a glass
them out), is lost in the nether planes. A character who levitates or has coffin. Inside the coffin is the body of an old man, lying naked on the
himself lowered down on a rope will find that the shaft goes on forever, stone. On his chest is a long staff with the teardrop emblem of the Black
falling away into bottomless depths. Brotherhood carved all over it. The glass coffin is closed with eight iron
When the Black Monastery was at the height of its power, this pit was locks. Although the glass looks fragile, it cannot be broken by battering.
used to summon up diabolical advisors from the lower planes. It was a If the locks are defeated and the coffin is opened the body of the man
place visited only by the abbot. The secret of the pit was passed orally inside will turn black. Fangs will appear in the dead man’s mouth, and
from abbot to abbot so that no one could ever read of how to use its then the body will fall into dust.
powers. The ritual involved evil acts, such as tossing a victim into the pit The staff is a staff of corruption +5. This staff can be used as a weapon,
and necromantic spells. and it has other powers. Twice per day the staff can be used to cast 10th
At the Referee’s discretion, this pit might lead to an adventure on another level fireball spells. It can be caused to illuminate a 20 foot radius area
plane or world. Characters who jump into the pit might disappear forever, with deep red light. The staff can also store up to 20 levels of spells cast
or find themselves in another part of the world with their memories erased into it by its wielder.
and all equipment gone. It is also possible that characters who linger in The staff of corruption also carries a powerful curse. Anyone who picks
this room will attract the attention of a very powerful, evil outsider, who it up will feel an overwhelming urge to keep it and wield it. There is
will rise from the pit to attack the party or offer them a hideous bargain of no saving throw versus this effect. If more than one person touches the
power in exchange for some terrible act. Whatever happens should not staff, all of them will feel a burning desire to do away with anyone else
be pleasant for the player characters, who should be wise enough not to who might claim it. Further, over time the staff drains the life out of its
meddle in powers and planes beyond their pitiful knowledge. wielder. Magical healing will have no effect. Broken limbs will heal
crooked, crippling the wielder. Diseases will not be affected by magical
curing. Constitution and strength points will drain from the wielder at the
D2Y — Hemisphere Chamber rate of one per year, leaving the victim’s body a useless prison. The only
way to break the staff’s power is to take it as quickly as possible from its
This room is reached by a long, sloping corridor and crooked stair that new owner and destroy it. If the staff is not destroyed, the owner will
descends 100 feet into the stone beneath the Black Monastery. The floor continue to long for it and carry a lethal resentment toward anyone who
of this large chamber is a hemisphere, fifty feet deep. A five foot walkway took it away.
around the hemisphere allows humans to enter the room. Anyone wishing
to reach the bottom could slide down , but getting back up might prove
challenging as the hemisphere is very steep near its edges.
Eight giant black scorpions guard this chamber. These vermin are able
to move on sloped or even vertical surfaces, so the hemisphere will not
impede their movement. When the party enters, these scorpions will be
clustered together in the bottom of the hemisphere, but will move to attack
if anyone steps into the room.
A concealed trap door in the very bottom of the hemisphere opens onto
a sloping passage that continues even deeper into the rock beneath the
Black Monastery.
These giant scorpions look like any other of their species, but they did
not begin life as these carapaced vermin. These creatures were human
warriors who were polymorphed into scorpions. They have lived so long
as vermin that all but the merest spark of their old humanity has gone.
Once they have been slain these long-ago victims of the Black Monastery
will be freed. They will transform back into their human bodies before
fading away into dust.

8 Transformed Giant Scorpions: HD 6; HP 48, 30, 27, 26, 25, 24,


24, 22; AC 3[16]; Atk 2 pincers (1d10), sting (1d4 + poison);
Move 12; Save 11; AL N; CL/XP 8/800; Special: Lethal poison
sting.

76
Appendix A: New Monsters
Cloakers are manta-like creatures that resemble a large black cloak – the

Cimota ivory claws are often even mistaken for a clasp of some kind, as they are
kept folded when the cloaker is at rest. Unfurled, the cloaker has a span
of about eight feet.
Hit Dice: 5 Cloakers can attempt to enfurl their opponents during melee combat,
Armor Class: 2[17] while attacking. If the cloaker hits with its attempt to enfold a target, the
Attacks: 2 claws (1d6) victim is clasped in the cloaker’s manta-like body (a saving throw allows
Saving Throw: 12 the victim to escape). The victim is allowed no further saving throws to
Special: Hit only by magical weapons escape, although it is possible to attack the cloaker with a dagger from
Move: (Fly 12) within its folds. The cloaker can bite an enfolded opponent with a +4
Alignment: Chaotic bonus to hit.
Challenge Level/XP: 6/400 Perhaps more dangerous than the cloaker’s ability to enfold an opponent
is its ability to moan, for the cloaker’s moaning is dire indeed, causing a
The cloaked apparitions known as the cimota still haunt the halls and petrifying fear. Anyone hearing the moan of a cloaker must make a saving
rooms of the Black Monastery. These undead creatures are the images of throw or do one of two things (50% chance of each): either flee at top
evil still imprinted on the place, acting out the roles and deeds of the long- speed for 1d6 turns, or be immobilized with fear for 1 turn.
dead monks. No matter how many times they are struck down the cimota Finally, cloakers have the ability to manipulate darkness and shadows.
always eventually rise again unless the evil of the place is removed or in They can cause darkness 15ft radius whenever desired, and as long as
some way laid to rest. shadows or darkness are present, they can create shadowy mirror images
Cimota can only be hit by magical weapons. For purposes of turning of themselves (as per the spell) once per day (1d4 images).
undead, they are treated as a CL 7 creature (as mummies).
Cimota are the physical manifestations of evil thoughts and actions.
They manifest in the Prime Material as cloaked figures. Their existence
is always tied to a specific area or artifact that is imbued with ancient
and highly malevolent evil. A cimota is able to manifest itself anywhere
Demon-Stirge
within an accursed locale that has given it life, or within 300 feet of an evil Hit Dice: 2+1
artifact to which it is attached. Armor Class: 5[14]
The physical form of a cimota is a floating figure in a monk’s cassock. Attacks: 1 proboscis (1d6)
Green eyes glow deep within their raised cowls, but their bodies are Saving Throw: 16
entirely invisible. The ability to see invisible being will reveal a ghostly, Special: blood drain (1d6), +2 to hit bonus, disease,
black human figure within the cimota’s cloak. Their unnatural existence darkness.
allows them to fly on the Prime Material Plane just like an incorporeal Move: Fly 18
creature, except that they cannot pass through solid objects. When a Alignment: Chaotic
cimota is destroyed in combat only a few shreds of tattered black cloth Challenge Level/XP: 3/60
remain to show that they ever existed.
Cimota are bound to repeat the evil thoughts and actions that created Demon-stirges are the result of magical experimentations with infusing
them. When they manifest they will endlessly repeat the deeds that demonic ichor into the bodies of stirges, then breeding the tainted
spawned them. So, for instance, a group of cimota may haunt a ruined creatures. The result of these experiments, often attributed to the mage
temple, re-enacting evil rituals. Cimota may guard an unholy site such Sacavious of the Black Monastery, is a diseased creature more durable
as a city, forest or building. They will fight to the death to defend these and cunning than a natural stirge. A demon-stirge can cast darkness 15ft
places. Cimota who are bound to an artifact may act out the intentions of radius once per day, and there is a 10% chance that with a successful hit,
that artifact. A cimota might follow the owner of an artifact, for instance, it will infect the character with a disease that will be fatal in 1d4+7 days.
slaying the owner’s friends and associates while keeping its existence a Like a normal stirge, demon-stirges have a proboscis which they jab
secret. Within the parameters of their creation, cimota are capable of into their prey to drain blood. After a stirge’s first hit, it drains blood
strategy, deception and intelligent tactics. automatically at a rate of 1d6 hit points per round. The faster rate of blood-
Cimota attacks are either a rake of invisible claws or a blow from a fist. draining is due to barbs and ridges on the proboscis; pulling a dead demon-
Their voices are either hollow, ringing and unnatural, or malevolent stirge out of a wound will inflict one last hit point of damage simply from
whispers. Most often cimota use their voices to chant or to shout out dire ripping out the barbed tube.
condemnations at intruders. They do not parley and they never negotiate
unless it is to deceive mortals to their deaths.
Demon-Wolf of Braazz
Cloaker Hit Dice: 5
Armor Class: 1[18]
Hit Dice: 6 Attacks: 1 bite (1d10)
Armor Class: 4[15] Saving Throw: 12
Attacks: Tail (1d8), bite (1d6), enfurl Special: Blink, invisibility, charm, magic weapon required to hit
Saving Throw: 11 Move: 15
Special: Moan, mirror image, darkness, enfurl Alignment: Chaotic
Move: 6 (fly 12) Challenge Level/XP: 8/800
Alignment: Chaotic
Challenge Level/XP: 8/800 The demon-wolves of Braazz are creatures from another plane of

77
appendix a: New Monsters
existence than can be summoned forth by use of forbidden tomes and
sorcerous rituals. In their normal shape, they resemble grey-skinned
demons with hideous wolf-like faces and the legs and tail of a wolf (the
rest of the body being gaunt but human). They are also, however, shape-
Golem, Glass
changers, and can take on the appearance of wolves with twisted human Hit Dice: 10 (45HP)
faces. Armor Class: 3 [16]
The Wolves of Braazz can only be hit by a magic weapon, although Attacks: 2 swords (2d8)
they do not have any magic resistance to spells. They have certain other Saving Throw: 5
supernatural abilities as well: they can blink once per day (teleporting to a Special: Immunities
random location within 30ft, usually just after attacking or after becoming Move: 9
invisible), they can turn invisible three times per day at will, and they can Alignment: Neutral
charm any creature meeting their gaze (although they can maintain this Challenge Level/XP: 12/2000
charm over only one creature at a time).
A glass golem is a human-shaped statue of glass that has been animated
by a captured spirit infused into its physical substance. These creatures

Gas Spore are immune to all spells other than cold-based magic, which has the effect
of a slow spell but does not damage the golem. Blunt weapons inflict
double damage against them, and they can be hit by normal weapons. A
Hit Dice: 1d4 hit points glass golem glitters brilliantly unless it is in total darkness, capturing and
Armor Class: 9[10] reflecting light by a thousand-fold. Anyone looking upon a glass golem,
Attacks: 1 touch (disease) even through a mirror, must make a saving throw or attack at -2 to hit.
Saving Throw: 18
Special: Disease, explodes, attacks as 3HD monster
Move: 0 (fly 3)
Alignment: Neutral
Challenge Level/XP: 4/120
Fire Mephit
Hit Dice: 3
The gas spore is a spherical, chitin-armored sac containing fungus Armor Class: 5 [14]
spores, about five feet in diameter, with some moving tendrils growing Attacks: 2 fiery touches (1d3+1)
from the top of the sphere. The sac contains lighter-than-air gases which Saving Throw: 14
allow it to float in the air, and it can move by expelling some of these gases Special: Spit fire, gaseous form
in a form of jet-propulsion. When it is near any warm-blooded creatures, Move: 9 (Fly 18)
it will move toward them by instinct: these creatures are completely non- Alignment: Any
intelligent. Challenge Level/XP: 4/120
If a gas spore gets close enough to touch a living creature, it will inject
spores into the target with a successful to-hit roll. If the victim fails a Fire mephits are minor fire elementals, more cunning than true elemental
saving throw, these spores will bloat and transform the host into 1d6+1 powers but not terribly intelligent. They are often servitors of more
new gas spores within 24 hours unless a cure disease spell is used to powerful elemental beings such as the efreet, and may occasionally be
prevent this (rather disgusting) transformation. found on the material planes. A fire mephit can breathe flame for damage
Moreover, when a gas spore is killed (and it is designed by nature of 1d8+1, half if the victim makes a saving throw. The fire has a range
to burst easily), it explodes in a radius of 20ft, inflicting 6d6 points of of 20ft. When in gaseous form, the mephit is visible and foul-smelling;
damage in that area (half damage with a successful saving throw). The it cannot be attacked other than with spells that would affect gas, but it
body of anyone killed by the blast will also begin transforming into new cannot attack, either.
gas spores.

Ghost, Strangling Gibbering Mouther


Hit Dice: 4+4
Hit Dice: 5 Armor Class: 1 [18]
Armor Class: 0[19] Attacks: 6 mouths (1hp)
Attacks: Insubstantial strangling (see below) Saving Throw: 13
Saving Throw: 12 Special: Gibbering, spit, pull prey underneath.
Special: +1 or silver weapon required to hit; magic Move: 3
resistance 50% Alignment: Neutral
Move: (Fly 12) Challenge Level/XP: 6/400
Alignment: Chaotic
Challenge Level/XP: 7/600 Gibbering mothers are amorphous blobs of flesh with multiple eyes and
mouths appearing and disappearing from the quivering mass of the body
These apparitions are similar to banshees, but instead of screeching they as it moves along. The mouths gibber and babble meaningless, speech-
can attack only a single opponent at a time, strangling the victim with like noises; the monster is perpetually accompanied by this disturbing and
insubstantial hands. If the attack hits, the victim must make a saving throw inhuman sound except when it is waiting to ambush prey, in which case
or die within 1d4+1 rounds. A remove curse spell will break the creature’s the eyes and mouths are all kept closed, and the monster appears to be
hold during this time period. Protection from evil spells will hold these nothing more than an oozy pile of earth. When the mouther spots prey,
creatures at bay. Anyone strangled by a strangling ghost will rise as a it begins gibbering loudly, causing anyone within 60ft to make a saving
strangling ghost within 1d6 days. throw or become confused (per the spell). Each round spent listening
to the mouther requires another saving throw. In any given round, the
mouther will have six mouths available either to spit or to bite. The
creature’s spittle flashes brightly upon impact with most surfaces, causing
anyone nearby to make a saving throw or be blinded for one round. The
mouther’s bites are not particularly deadly in and of themselves, but once

78
appendix a: New Monsters
a mouth hits it fastens on and continues to do automatic damage thereafter. The Iron Maiden is immune to non-magical weapons, is slowed by
Also, if a character has 3 or more mouths fastened to him, there is a risk of lightning, is healed by fire damage, and is immune to all other spells.
slipping and being covered by the mouther (which allows the mouther to
attack with 12 additional mouths on its underside). The chance of slipping
is 5%, and if more than 3 mouths are attached the chance increases by 5%
per additional mouth. The ground around a gibbering mouther, in a radius Lobster-Giant
of 5ft, will be soft and mud-like, for the mouther changes the consistency
of the ground beneath itself. Hit Dice: 10
Armor Class: 2[17]
Attacks: 2 pincers (2d6)

Hellcat Saving Throw: 5


Special: Grabs
Move: 9
Hit Dice: 7 Alignment: Chaotic
Armor Class: 5 [14] Challenge Level/XP: 12/2,000
Attacks: 1 bite (2d6) and 2 claws (1d4+1)
Saving Throw: 9 The Lobster-Giants are strange and rare creatures, living in swamps
Special: Hit only by magical weapons, 20% magic resistance and remote coastal shallows. They are not related either to giants or to
Move: 12 lobsters, save for the fact that they are indeed a bizarre form of intelligent
Alignment: Chaotic (albeit somewhat stupid) crustaceans. In addition to a pair of large pincers,
Challenge Level/XP: 8/800 lobster-giants have a ridge of smaller “arms” along the length of the
underbelly, and these smaller limbs are coated with a paralytic poison.
These creatures are demonic felines, often kept as pets by the denizens Lobster-Giants attack with their two pincers, and if they succeed in
of the netherworlds. In some cases, they may find their way to the material hitting an opponent with both pincers, they have also managed to grab
planes, either by being summoned or by being sent there to serve as the hold and hug the opponent to their chests, where the smaller limbs can
ally (or tempter) of a Chaotic villain who has made a pact with the powers scrabble through armor and scratch with the poison. A victim who has
of darkness. been grabbed will suffer an additional 2d6 attacks, and for of these that
Hellcats cannot be seen in the light, and even in the darkness they are hits a saving throw is required to avoid being paralyzed for 1d10 turns. A
little more than a feline shape limned in strange shadow, the size of a character is allowed to attempt breaking out of the giant’s pincer-grip each
leopard or other great cat. Like most cats of demonic persuasion or not, round, which is done by rolling 4d6. If the resulting number is equal to or
hellcats can be fickle in their allegiance; a hellcat may change its preferred lower than the character’s strength, the character has escaped.
“master,” attaching itself to a particularly Chaotic individual in preference
to its original one. Most hellcats encountered on the Material Planes are
female; the tomcats are rare, larger, and less capable of traveling from one
plane of existence to another. Mist Men
Hit Dice: 4

Iron Maiden of the Armor Class: 3[16]


Attacks: 1 Fist (2d6)
Saving Throw: 13

Black Monastery Special: Exhale mist


Move: (Fly 18)
Alignment: Chaotic
Hit Dice: 20 (80HP) Challenge Level/XP: 5/240
Armor Class: 3 [16]
Attacks: 2 fists (2d8) Mist men are humanlike forms summoned from some other plane of
Saving Throw: 3 existence or dimension, often stored in small containers until they are
Special: Immunities, entrap freed to take their full shape when the container is opened.
Move: 9 Once every four rounds, a mist man can breathe out a heavy cloud of
Alignment: Chaotic choking mist in a 15 foot cone. Anyone caught in the cone must make a
Challenge Level/XP: 21/4400 saving throw or be blinded by the noxious fumes for 1d4+1 rounds. The
mist persists in an area for 1 full turn.
The Iron Maiden of the Black Monastery is a singular thing, with only
one existing in the world. However, the manuals and knowledge used to
create her are still at large, and it would be possible for a Chaotic wizard to
create more of them. The large iron maiden is constructed in the shape of
a corpulent, naked woman, whose belly is hinged at the sides to open up,
Mohrg
revealing a spiked interior that can be closed down upon a person trapped Hit Dice: 10
inside. The woman’s arms can be pulled down to increase the pressure Armor Class: 0[19]
on the victim. There are three arcane glyphs scribed on the woman’s Attacks: 1 fist (1d8) or tongue (paralysis)
forehead. A read languages or a read magic spell will reveal that these Saving Throw: 5
three glyphs say “tighten,” “loosen” and “stop.” Speaking them causes Special: Paralyzing tongue
the iron maiden to slowly tighten or loosen on its victim without any effort Move: 12
from the torturer. Alignment: Chaotic
Although it looks like a somewhat bizarre design of an ordinary torture Challenge Level/XP: 13/2,300
device, this iron maiden is actually a magical construct similar to an iron
golem. She fights using her fists to smash opponents, but if she succeeds Mohrgs are the animated corpses of mass murderers or similar villains
in hitting with both arms, she has grabbed the victim and will place him who died without atoning for their crimes. They resemble zombies, but
inside her spiked belly, closing up to inflict 1d3 hit points of damage each are far more dangerous, being somewhat more intelligent, much faster,
round automatically. A victim trapped in this way is completely unable to and much stronger a zombie.
act in any way. Due to a morhg’s blinding speed, these monsters will always attack first

79
appendix a: New Monsters
during a combat round unless squared off against an opponent using some Challenge Level/XP: 5/240
sort of magic that increases the character’s own speed of motion (such as
boots of speed). Morghs have two possible methods of attacking. First, Ophidians are an ancient race of snake-beings, with scaly human arms
the morgh’s tongue extends five feet, and has a paralyzing effect. A saving and a somewhat human-looking head. They are denizens of hot climates,
throw at -2 is permitted to avoid this effect, but victims failing the saving deserts and jungles both, often found in forgotten cities or temples from
throw are paralyzed for 1d6 turns. The morgh’s second option in combat the days when their race held greater sway in the world. Anyone bitten
is to strike opponents with its fists. When the morgh hits with its hands, by an ophidian and failing a saving throw will, within 1d4 weeks, produce
the strike not only causes damage, but allows the morgh to hold on if the ophidian children and die in the process. It is in this manner that ophidians
victim fails a saving throw. A character who is so held cannot attack, and reproduce; they are otherwise asexual. The deadly “pregnancy” can be
if the morgh with its tongue in a subsequent round, the tongue will hit ended by a cure disease spell or similar magics. Lesser, or “sterile,”
automatically (although the victim is still allowed a saving throw to avoid ophidians (a non-breeding caste) are sometimes found – these have no
paralysis). Any held character may break free with a successful saving effective bite.
throw during the character’s attack initiative.
Any character killed by mohrg will rise after 1d4 days as a zombie under
the morhg’s control. Thus, morghs are often found accompanied by 1d6
zombies. Quillan
Hit Dice: 2

Morlock (Yienhool) Armor Class: 9[10]


Attacks: 1 sword (1d8+3)
Saving Throw: 16
Hit Dice: 1d6 Special: Sharp swords, cause confusion
Armor Class: 8[11] Move: 12
Attacks: 1 claw (1d4) Alignment: Chaotic
Saving Throw: 18 Challenge Level/XP: 3/60
Special: grab and pin arms, swarm over the top of battle
lines. The Quillan are apparently some sort of sub-species of humanity,
Move: 9 perhaps changed by some ancient Chaotic magic, or perhaps they
Alignment: Chaotic have been servitors of Chaos from the dawn of the human race. In any
Challenge Level/XP: 1/15 case, these huge, tattooed berserkers are clearly linked to Chaos at a
fundamental and perhaps supernatural level. Coming too close to them
Morlocks, also called “Yienhools,” are pale humanoids with long, (melee combat range) risks the effects of a confusion spell (saving throw
thin arms and elongated, clawed hands. Their bulging, white eyes are applies). Quillans are, for all meaningful purposes, violent and insane,
well adapted to dim light, but they are virtually blind in sunlight and although they work together in tribes, hordes, and clans. Utterly wild, they
never emerge from below ground unless forced to do so. They are deep- seldom wear clothes other than sometime garbing themselves in untreated
dwellers of the underground, but small groups of them are occasionally hides or animal furs, and they have a terrifying appearance, standing
found in the upper reaches of the subterranean world. Yienhools are more almost 8 feet tall and covered in writhing skin tattoos. Although quillans
intelligent than animals, but barely so - they can communicate and follow do not have any formal battle training, some of their “leaders” will have
orders, and in packs they can hunt with considerable cunning, but their more hit dice and better fighting ability than the normal warriors. These
ability to act independently of a pack or a strong leader is very weak. elite warriors are not, however, necessarily in any position of authority
Yienhool packs swarm their prey, the first ranks grabbing, clutching, and or command over the other barbarians; they are simply more dangerous
immobilizing to allow their total numbers to swarm over the foe and bring killers spawned by an utterly violent and chaotic race.
them down. If a yienhool hits, it has grabbed successfully at one of the Quillan swords, by some means, are forged with great beauty and
foe’s arms, rendering weapon or shield unusable as the yienhool clings on, artistry, and have unnaturally sharp edges. A quillan warrior attacks with
regardless of danger (such attacks are made at -1 to hit). While holding a to-hit and a damage bonus of +3. In the hands of a regular human, the
on, the yienhool can make more attempts to grab the other arm as well. sharpness will last no more than 1d4+2 attacks before the edge is lost.
Yienhool can swarm over the backs of their fighting brethren to climb past Any successful mind-controlling attack against a quillan will kill the
front ranks and into the rear ranks of their opponents. If a yienhool is not creature.
already holding an enemy, and chooses not to make grabbing attacks, it
can attack with its claws.
Yienhools are excellent climbers, to the point of being able to crawl
along a ceiling for short distances. Screaming Devilkin
These creatures are usually encountered in large numbers, for they do
not divide into packs of fewer than 6. Hit Dice: 3
Yienhool packs are often led by unusually large and vicious specimens Armor Class: 1 [18]
of the race who are much more intelligent – or, at least more cunning – Attack: Tail-barb (1d4)
than the average member of the species. These leaders are normally of Saving Throw: 14
3HD, but some can be as large as trolls, with 5-7 hit dice. Special: Scream
Move: 3/12 (flying)
Alignment: Chaos

Ophidian Challenge Level/XP: 4/120

Shrill wails echoing through the night signal the arrival of a screaming
Hit Dice: 3 devilkin. Screaming devilkins are smallish beasts, humanoid in appearance
Armor Class: 4 [15] or 3 [16] with shield but with frail and spindly arms and legs. These weak limbs are nearly
Attacks: 1 two-handed weapon (1d8+1) or weapon with useless for combat and locomotion, but the screaming devilkin makes up
shield (1d8), and bite (0) for this disability with its bat-like wings. Although screaming devilkins
Saving Throw: 14 are fast fliers, they are not particularly agile on the wing. Screaming
Special: Reproductive bite devilkins also have a long, muscular, barbed tail that is their primary
Move: 12 means of physical attack. It should be noted that despite its appearance
Alignment: Chaotic and name, the screaming devilkin has no connection with outsiders of

80
appendix a: New Monsters
any type. A typical screaming devilkin is 3 feet tall and has a wingspan of
about 5 feet. Its skin is reddish-brown in color and its eyes are black. Its
tail is about 2-1/2 feet long.
A screaming devilkin howls continuously. This painful howling affects
Soul Knight
all creatures within 60 feet that hear it. Affected creatures must succeed on Hit Dice: 7
a saving throw or can take no actions other than defending themselves for Armor Class: 0[19]
as long as the screaming devilkin continues to scream. A dazed creature Attacks: by weapon (1d10)
can attempt a new save each round to break the effect. A creature that Saving Throw: 9
successfully saves cannot be affected again by same screaming devilkin’s Special: fear aura
scream for one day. Conversation, even shouting, is impossible within 60 Move: 9
feet of a screaming devilkin using this ability. Spellcasters in the area must Alignment: Chaotic
succeed on a saving throw each time they try to cast a spell. Challenge Level/XP: 8/800

Copyright Notice A soul knight is a suit of armor animated by the lingering soul of an evil
Author Scott Greene, based on original material by Philip Masters. knight, cursed to undeath as punishment for having committed betrayal,
murder or other crimes. The evil spirit continues to inhabit its old armor,
repeating the deeds that brought about the living knight’s ruin.

Skeleton, Black The appearance of a soul knight causes fear, although it is not as strong
as the fear induced by most supernaturally induced fear. Viewing a soul
knight has the same potential effect as that of a fear spell, but the saving
Hit Dice: 6 throw is made at +2.
Armor Class: 4 [15]
Attacks: 1 weapon (1d6) or 2 claws (1d4)
Saving Throw: 11
Special: Shriek
Move: 12
Troblin
Alignment: Neutrality Hit Dice: 3
Challenge Level/XP: 6/400 Armor Class: 5[14]
Attacks: 2 or more claws (1d6) and bite (1d4)
A black skeleton is a 6-foot-tall skeleton with glistening, black bones, Saving Throw: 14
seemingly constructed of blackened steel. Small red pinpoints of light Special: Regenerate
burn in its hollowed eye sockets. Black skeletons wear any clothes or Move: 12
armor they had in life, and some still carry their gear and weapons. A Alignment: Chaotic
black skeleton can shriek a hellish sound that causes fear (save avoids). Challenge Level/XP: 5/240
Black skeletons were first encountered in a large-print publication in the
corridors of Rappan Athuk, The Dungeon of Graves. (See the modules Troblins are the result of the mixture of goblins with trolls; they are
RappanAthuk 1–3 from Necromancer Games.) The first appearance of larger than their goblin parents, and they also benefit from some of the
black skeletons in print was in the manuscript and very small print run regenerative powers of their troll ancestors. The regenerative powers
of The Black Monastery. The Black Brotherhood created these undead occasionally go berserk after a bad wound, and can result in troblins with
warriors as the special guardians of their monastery and the dungeons abnormal body forms and sizes. Troblins regenerate at 2hp per round, and
below. They are also frequently associated with the demon prince Orcus unless they are chopped to bits, burned, or immersed in acid a dead one
and those who follow his hideous cult. will regenerate itself – often with an additional arm or hit die.
Much more powerful than standard skeletons, these minions of evil are
often employed as guardians or protectors to keep sealed some ancient
knowledge best left undiscovered. They are intelligent monsters and are
not subject to the mindless commands that can be given to such undead as
skeletons or zombies. They have a clear mind, and sometimes go against
the commands and wishes of those they serve, if it benefits the black
skeleton in question.
Black skeletons are the remnants of living creatures slain in an area
where the ground is soaked through with evil. The bodies of fallen heroes
are contaminated and polluted by such evil and within days after their
death, the slain creatures rise as black skeletons, leaving their former lives
and bodies behind. Black skeletons are intelligent and do maintain some
memories of their former lives. Black skeletons wear any clothes or armor
they had in life, and some still carry their gear or weapons (most discard
their weapons in favor of two shortswords as soon as they can).
Black skeletons attack with two shortswords in battle with little more
than the intention of cutting their foes to pieces. They are intelligent
opponents and will use tactics during battle, often sending several of their
number against a foe’s front, while the others move into position to flank
their adversaries. Black skeletons are smart enough to know when the
battle is lost and withdraw from combat, though rarely. Most simply fight
to the death, driven by some unseen hatred for the living.

81
legal appendix
The Black Monastery is written under version 1.0a of the Open Game License. statute, judicial order, or governmental regulation then You may not Use any Open
As of yet, none of the material first appearing in The Black Monastery is Game Material so affected.
considered Open Game Content. 13. Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming aware
OPEN GAME LICENSE Version 1.0a of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable,
The following text is the property of Wizards of the Coast, Inc. and is Copyright such provision shall be reformed only to the extent necessary to make it enforce-
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. able.
1. Definitions: (a)”Contributors” means the copyright and/or trademark own- 15. COPYRIGHT NOTICE
ers who have contributed Open Game Content; (b)”Derivative Material” means Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
copyrighted material including derivative works and translations (including into System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
other computer languages), potation, modification, correction, addition, extension, Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
upgrade, improvement, compilation, abridgment or other form in which an existing David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distrib- Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
ute; (d)”Open Game Content” means the game mechanic and includes the methods, Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
procedures, processes and routines to the extent such content does not embody the Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing Ltd.
Product Identity and is an enhancement over the prior art and any additional con- The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2010 Purple
tent clearly identified as Open Game Content by the Contributor, and means any Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields,
work covered by this License, including translations and derivative works under Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill
copyright law, but specifically excludes Product Identity. (e) “Product Identity” Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser,
means product and product line names, logos and identifying marks including trade Jonathon Thompson, Thomas Boxall.
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, Pars Fortuna, Copyright 2010, John M. Stater
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene;
formats, poses, concepts, themes and graphic, photographic and other visual or Additional Authors: Erica Balsley, Keven Baase, Casey Christofferson, Jim Collura,
audio representations; names and descriptions of characters, spells, enchantments, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick
personalities, teams, personas, likenesses and special abilities; places, locations, Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.
environments, creatures, equipment, magical or supernatural abilities or effects, The Black Monastery- Copyright 2011 Bill Webb and Mark R. Shipley, Frog God
logos, symbols, or graphic designs; and any other trademark or registered trade- Games
mark clearly identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) “Trademark” means the
logos, names, mark, sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to the Open Game Li-
cense by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) “You” or “Your” means the licensee in terms of this agree-
ment.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add
the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, includ-
ing as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content due to

82

You might also like