Professional Documents
Culture Documents
Mega-Dungeon
Soot Terror ..........................................................................17 Coast and their use here is not intended as a challenge to
Toad, Code ..........................................................................18 their ownership of that copyright. All materials are used
Watcher in the Walls, The .................................................18 here without permission. All other material is
Winged Wag .......................................................................18
copyrighted to the listed author or artist, and used by
Withered Husk ...................................................................19
permission.
Worm, Cross .......................................................................19
New Magic Items ................................................................ 20 Nothing in this publication constitutes official rules
Codex of Truth ...................................................................20 additions or changes to the AD&D game. Use is at the
Dagger +1, +3 vs Humans .................................................20 discretion of the game master and the players of
Empyrean Harp..................................................................20 individual games.
Hammer +1, Cursed...........................................................21
Moraxo's Magnificent Silver Ink ......................................21
Necromantic Needles of Nox ...........................................21
Oil of Ooze Resistance.......................................................21
Ring of Sprax ......................................................................22
Table of Plenty....................................................................22
Military Fork, Tempest......................................................22
New Mundane Items.......................................................... 22
Essence Extractor ...............................................................22
Vat Media............................................................................22
New Currency ..................................................................... 23
Sionese Currency................................................................23
Wolhusen Currency...........................................................23
New Monsters
they are no natural thing at all, but smack of dark magic.
In any case, all agree they are dangerous and to be
Bat, Scuttle
avoided.
Frequency: Rare
No. Appearing: 4d4
Armor Class: 6
Move: 15"/18" (MC: C)
Hit Dice: 2+1
% in Lair: 50%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1d6
Special Attacks: Nausea, wounding bite
Special Defenses: Nil
Magic Resistance: Standard
Save: Fighter 3
Intelligence: Semi-
Alignment: Neutral evil
Size: S (3 to 4' long)
Level/XP Value: III/ 65 + 3/hp When flying, their legs dangle below them in a repulsive
and obscene manner. They can climb walls with ease and
Scholars are often divided in opinion on how to classify hang from ceilings when resting or sleeping. They hunt at
the scuttle bat. Some claim they are arachnid, while
others insist they are kin to mammals. Still others claim
Creeper (Piscomorph)
Stage I Stage II Stage III
Frequency: Very rare
No. Appearing: 1d20 1d8 1d4
Armor Class: 7 5 4
Move: 6"//9" 15" 12"//9"
Hit Dice: 1 2+1 4
% in Lair: 10% 20% 45%
Treasure Type: Nil Nil Y
No. of Attacks: 3 3 1
Damage/Attack: 1d3/1d3/1d4 1d4/1d4/1d6 1d8 or by weapon type
Special Attacks: Nil Spit acid Gaze slows
Special Defenses: Nil Nil Regeneration
Magic Resistance: Standard
Save: Fighter 1 Fighter 3 Fighter 4
Intelligence: Animal Low High
Morale: 50% 56% 65%
Alignment: Neutral evil
Size: S S M
Level/XP Value: I/ 10 + 1/hp III/ 50 + 3/hp V/ 190 + 4/hp
Elf, Cobbling
Frequency: Very rare
No. Appearing: 2d10
Armor Class: By armor type
Move: 12"
Hit Dice: 1+1
% in Lair: 10%
Treasure Type: X
No. of Attacks: 1 Cobbling elves are 90% resistant to charm and sleep
Damage/Attack: By weapon spells of all sorts and they can see in complete darkness
Special Attacks: +1 with hammer to 60'. When indoors, cobbling elves surprise on a 1d4.
Special Defenses: 90% to charm and sleep, see below Like other elves, they are immune to the paralyzing
Magic Resistance: standard touch of ghouls. They are adept at noticing secret or
Save: Fighter 2 hidden doors. If actively searching for a secret door, they
Intelligence: High and up will find one on a 1d4 in 6 if there is one to be found.
Morale: 51% Even if they are just passing by a secret or concealed
Alignment: Chaotic good door, they will notice it on a 1-3 in 6. Cobbling elves can
Size: S (2-1/2' + tall) naturally see certain creatures such as pixies, sprites,
Level/XP Value: II/ 28 + 2/hp sylphs, and leprechauns that can assume invisibility. This
ability does not extend to non faerie-like beings, or those
These delightful fellows and lasses should perhaps more using invisibility spells or magic items.
properly be known as shoe-making elves, but much more
commonly they are known as cobbling elves. Cobbling elves are capable of obtaining class levels as
fighter, magic-user, or thief. Furthermore, they are able to
Unlike most other sorts of elves, cobbling elves prefer to operate in two or more classes simultaneously, so
make their homes near or even within human fighter/magic-users, for example, are possible.
settlements. Not infrequently, they will adopt a kindly
human family, acting as helpers and bringers of good Description: Cobbling elves resemble miniature versions
fortune. Cobbling elves are adept at making and of normal elves, except they tend to a bit of plumpness.
repairing shoes. They can work with wood, leather, and Their most distinguishing trait is that they always have
textiles, but are incapable of producing clothing. A two feet of the same side, e.g., either two left feet or two
cobbling elf can fix or make shoes at up to ten times the right feet. Despite their penchant for fixing and making
rate of a similarly employed human. They are not, shoes, they themselves are barefoot 90% of the time. They
however, employable as hirelings. prefer to dress in fine clothing that resembles that of
humans that they live near.
They do not typically use animals as guards or pets, but
are able to speak with animals that normally make their
homes in human dwellings, such as mice, ants, birds, and Fangtooth Fish Man
small vermin. They may use this ability to convince these Frequency: Rare
creatures to leave the vicinity if they are a nuisance. No. Appearing: 1d8
They do not employ weapons as such but each cobbling Armor Class: 4
elf keeps a miniature work hammer that does as much Move: 9"//18"
damage as a fully sized weapon. Furthermore, they Hit Dice: 4+4
% in Lair: 30%
Treasure Type: Y
Frequency: Very rare Drudge hags are confirmed pipe smokers and consume
No. Appearing: 1 large amounts of alcoholic beverages. They will always
Armor Class: 6 have a large supply of these substances handy. Because
Move: 12" of these habits, drudge hags will often have commerce
Hit Dice: 5+1 with brigands or humanoids who can supply slaves,
% in Lair: 99% alcohol, and tobacco.
Treasure Type: Q, X The drudge hag appears as a hideous, but strong and tall,
No. of Attacks: 1 old crone. Their skin is covered with blemishes and their
Damage/Attack: By weapon type + 3 to damage due clothes are always stinky and dirty. Their foul breath is
to strength matched only by their repulsive body odor.
Special Attacks: Magic use
Special Defenses: Nil
Magic Resistance: Standard Jousting Wasp
Save: Magic-user 6 Frequency: Rare
Intelligence: High No. Appearing: 4d4
Morale: 71% Armor Class: 5
Alignment: Lawful evil Move: 3"/ 15" (MC: B)
Size: L (7-1/2' tall) Hit Dice: 1d4 hp
Level/XP Value: VI/ 525 + 6/hp % in Lair: 25%
Drudge hags inhabit ruins or make their homes in hovels Treasure Type: Nil
found deep in the wilderness. They are infamous No. of Attacks: 1
kidnappers, and prefer to capture little girls and boys, Damage/Attack: 1d2
whom they force to work for them. Special Attacks: See below
Special Defenses: Nil
Their captives are expected to clean all day long under
Magic Resistance: Standard
constant threat of being devoured by the horrid hag. Bad
Save: Fighter 0
little children are often warned by their parents to be
Intelligence: Animal
good "or the drudge hag will get you!" In truth, the hag
Alignment: Neutral
will capture any little boy or girl they can, bad or good.
Size: S (2' long)
Level/XP Value: I/ 5 + 1/hp
Soot Terror
These flightless birds are very unusual for their type, for Frequency: Rare
they have no wings, instead sporting a double pair of No. Appearing: 1d4
legs and talons. They are normally scavengers and Armor Class: 0
refuse-eaters, but are likely to attack when in the mood Move: 9"
for fresh meat. During mating season, large males will be Hit Dice: 3
quite aggressive and more likely to attack than not. % in Lair: Nil
Description: The face of a scrapie most closely resembles Treasure Type: Nil
an owl, but the mouth contains sharp teeth. Eyes are No. of Attacks: 1
overlarge, like those of an owl. Plumage is black or grey- Damage/Attack: 1d6+2
brown, except in mating season, when males will molt Special Attacks: Surprise on a 1d3
and produce a new coat of orange, red, and blue feathers. Special Defenses: Magic weapons to hit
Magic Resistance: 30%
Save: Magic-user 3
Intelligence: Low
Screaming Scum Morale: See below
Alignment: Neutral evil
Frequency: Rare Size: M
No. Appearing: 1d6 Level/XP Value: IV / 120 + 3/hp
Armor Class: 7
Move: 6" Soot terrors are evil semi-material creatures that dwell in
Hit Dice: 4+1 coal bins, fireplaces, and like areas. The soot terror
% in Lair: Nil resembles a cloud of smoke or black particles. Paler areas
Treasure Type: Nil are evident, recognizable as eyes and a sinister mouth. It
No. of Attacks: 1 has been suggested that these are not natural creatures at
Damage/Attack: 1d4 all, but rather the by-product of some terrible sorcery.
Special Attacks: Drain blood for 2d4 They hate all forms of life and strike out in anger, their
Withered Husk Following this process, the cleric or magic-user can force
the withered husk to obey in the same fashion as a
Frequency: Rare
zombie, but it is far easier to set it to guard an area than
No. Appearing: 1d12
to let it roam. Should the withered husk be sent on a
Armor Class: 7
mission where it can encounter living things without its
Move: 12"
master present there is a 10% cumulative chance per day
Hit Dice: 3+1
that its hatred of life will cause it to abandon its master's
% in Lair: 80%
orders and begin attacking those it meets
Treasure Type: Nil
indiscriminately. In such cases there is a chance equal to
No. of Attacks: 1
the master's level plus intelligence that it they can regain
Damage/Attack: 1d10
dominance, but they have only one attempt to be
Special Attacks: Fear
successful, and after that the husk is beyond their control
Special Defenses: See below
forever. A cleric or magic-user can control a number of
Magic Resistance: See below
withered husks equal to their level.
Save: Fighter 3
Intelligence: Low
Morale: See below Worm, Cross
Alignment: Neutral evil
Frequency: Rare
Size: M
No. Appearing: 1d4
Level/XP Value: IV/ 125 + 4/hp
Armor Class: 8
These undead creatures resemble wrinkled, dried out Move: 10"
zombies. Their gangrenous skin is tougher than leather Hit Dice: 2+1
and their eye sockets hold an undefinable darkness. % in Lair: Nil
Withered husks normally attack by striking with their Treasure Type: Nil
Scrolls written using the ink function as if they were two GP value 8,000; XP value 1,500
levels higher when cast, and have no chance of scroll
writing failure.
Oil of Ooze Resistance
It may be used in lieu of a diamond for a glyph of
This potion is actually a greasy tan oil which is applied to
warding, and such a glyph works as if it were cast by a
the clothing and skin. It confers resistance to the attacks
cleric of two levels higher than the actual caster.
of oozes, puddings, jellies, and such creatures. Damage
It may be used instead of the normal material dealt by such creatures is reduced to one-half normal and
components for illusionary script or any symbol spell. in addition, its effect causes 1d4+2 points of damage to
the attacking creature coming into contact with it. It is
It may be used as the only necessary material component
also a completely effective preventative against the effect
for inscribing a spell into a spell book using the write
of green slime. The oil takes effect 1d4 rounds after being
spell, and the attempt will always succeed.
applied and lasts for 1d4+8 turns. It can be applied to
If the ink is spilled on a magic item with a '+' value objects as well as creatures (coating a sword, for
(sword, ring of protection, etc.), it improves the item to example). Normally there is enough of the oil to cover a
the next higher values for a period of 1 to 6 turns. Thus a human and his or her possessions (armor, clothing, gear,
sword + 1, +4 versus reptiles would become a sword +2, and 2 or 3 weapons).
+5 versus reptiles.
GP value 450; XP value 300
Gives it wearer one additional saving throw versus 10 Banquet 16'X5' 30 persons/day
poisons of all types. GP value 25,000; XP value 5,000
Heals the wearer by 1d4 hit points, once per day.
The ring appears as made of silver set with a bright
Military Fork, Tempest
blue stone.
This weapon is a normal appearing military fork,
GP value 10,000; XP value 2,000
although one that is in excellent condition, and it carries
its name inscribed on one tine. It functions as a Military
Table of Plenty Fork +2, and in addition once per day it has an effect
similar to a Shocking Grasp spell. With a successful hit the
These remarkable magic tables will reproduce nourishing
wielder can cause the weapon to deliver an additional
and delicious food once per day. The food will be well
2d4+2 points of electrical damage.
prepared and be fit for the most educated palate. If the
owner speaks of what he or she desires, that type of food GP value 5,500; XP value 1,200
Essence Extractor
1d12 Effect
1 Take 1d6 damage, save versus poison or die.
This looks like a giant metal syringe, including an
2 Cured 1d4+4 hit points.
elaborate plunger, but there is only a small pore where a
needle would normally be. The contraption is held Experience uncontrolled cell growth, roll on
3 the Disease (Or Disorder) Table on page 14
against the subject's chest and drawn back, where it of the DMG.
removes a bit of the vital force, causing 1 hit point in
4 Gain 1 point of constitution.
damage. It is too clumsy to use in combat, so subjects
must generally be restrained or sedated for its operation. 5 Lose 1d4 points of constitution.
Along with the appropriate magic and super science it is 6 Treat as if it was a Potion Of Delusion.
a valuable tool in the creation of vat creatures. 7 Treat as if it was a Potion Of Longevity.
Experience complete bodily transformation
Vat Media over the course of 1d6 rounds. This resembles
8 reincarnation, using the druid's table on page
Different parts of this thick sludge give off different hues, 64 of the PHB (50%) or the magic-user's table
on pages 85 to 86 (50%).
with every color imaginable being represented in
patches. It is necessary for the creation of vat creatures, 9 Turn into an ochre jelly.
who can consume it as a form of nourishment even when Treat character as if greatly intoxicated,
they reach maturity. Other living creatures will 10 according to rules on pages 82 to 83 in the
Dungeon Master's Guide.
experience one of the following effects if they consume
any of this hazardous material:
New Currency
Two new forms of coinage can be encountered in the
Table 2 Exchange Rates
Inner Ward. Like many of the coins encountered in the
previous supplements, these are from neighboring petty cp sp gp pp
kingdoms. These are introduced for the purposes of cp 1 0.1 0.005 0.001
flavor only, and if you find that your campaign works
sp 10 1 0.05 0.01
better without delving into this amount of detail, feel free
to use more generic references to coins found in the gp 200 20 1 0.2
castle. pp 1000 100 5 1
Table 1 Human Currency Silver coins are ducats, showing the face of the current
reigning Wolhusen duke or duchess on one side and an
City/Nation cp sp gp pp axe on the other.
Sionese Wheels Scales Spelts n/a
Copper plugs are the least valuable, showing a bag of
Wolhusen Guilders Ducats Plugs n/a grain on one side and a pitchfork on the reverse.