Untitled
Untitled
Book of
Lairs
Illustrations by
Conqueror, King System (ACKS) in mind, but everything
here is easily converted to another gaming system.
This book has been supported by pledges on my Patreon
site— (https://www.patreon.com/theskyfullofdust) —and
wouldn't have been possible without them: the money
raised through them has kept me supplied with pen &
paper, as well as allowing me to commission the artwork
that appears in the book: all illustrations are by the very
talented Jim & Josefin Magnusson.
I hope that this Book of Lairs will come in useful for you,
as drop-in lairs, maps to use for your own purposes (blank
versions can be found at www.theskyfullofdust.co.uk), or
just as inspiration.
Thank you, and enjoy.
Simon.
August 2015 by
Simon
Forster
Contents
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3. 6.
3.
3.
5.
3.
4.
3.
3. 3.
2.
1.
Ankheg
2. 3.
4.
1.
Basilisk
1.Side Cavern: two basilisks (hps 4. The Hidden Shrine: a stone
nest ofBasilisks, a hidden shrine, and a pit where the dead are discarded.
swords, hefting spears, many with expressions offear and terror. Through the cave is the lair ofa
In the forest is a hill with a cave; with statues scattered all around, posed in mid-action, swinging
25 , 31) call these cave home. They sacrificial table, with a bowl to
bed down on the crushed and collect blood (stained black) stands
partly eaten remains of statues. A before a scarred altar decorated
spear-wielding Norseman and a with arcane symbols. Watching
robed priest statue are to be their over this cave is the bronze statue of
next meal. a robed figure, a scythe in one
hand, a set of scales in the other.
2. Main Cavern: three basilisks
(hps 32, 27, 27) lair here, on beds 5. The Pit: a 30' deep pit, with
of debris. Warrior statues crowd bones littering the floor. Amongst
this cave, a couple broken and the bones are a rusty sword, a steel
partially eaten. two-handed sword with an eagle-
shaped pommel, and a strongbox
3. Blockage: this tunnel is blocked
that holds 4 opal cameo portraits
by a cave-in. It will take 24 man-
and intaglio erotic tableaux (each
hours to clear it. A narrow gap lies
worth 800GP).
at the top, a few inches high,
reaching through to the other side.
The Statues (total of28, inclusive of4 damaged ones): each of these statues
was once a brave adventurer, turned to stone by the gaze of the monsters.
If revived they will be found to carrying basic adventuring gear, as well as
valuables from the table below (roll once per statue).
2d6 roll Valuables Found
2 Bundle of fur pelts (1d6, 15 gp each)
3-4 1d20 cp, 1d12 sp, 1d10 gp
5-6 1d100 cp, 1d20 sp, 1d12 gp
7 2d6 gemstones (agates, turquoise, tiger eye, 25 gp each)
8-9 2d4 gemstones (bloodstones, moonstones, 50 gp each)
10-11 Roll Twice (if this is rolled again, keep rolling)
12 1d4 random potions, plus roll 2d4 on table for more treasure
Basilisk (5): AC 5, Mv 60' (20'), HD 6+1, #Ats 2 bite & gaze (1d10 &
petrify), Sv F6, Ml +1, Al N, XP 980; anyone meeting the basilisk's gaze
is turned to stone (save vs. petrification to resist).
ACKS page 154.
5.
6.
7.
3. 4.
2.
1.
Chimera
1. Cavern: this damp cave is littered 5. Warden's Tomb: a stone
an artefact entombed with a knight, a magic sword said to banish away the darkness.
ofChimera, who broke into the tomb from a cavern in the hillside. Local legend tells of
Buried within the hills is an old and forgotten catacomb, now the lair ofa mated pair
with bones, serving as a warning to sarcophagus engraved with symbols of
other predators. Fresh water collects pride, protection and heroism. Inside is
here whenever it rains. Any noise here the skeletal remains of a Warden of the
will alert the monsters in the Wall, the long-time companion of the
catacombs. knight entombed below.
2. Mates: a pair of chimera (hps 42, 6. Stores: tools (old, worn, rusty) lie in
49) bed down here, on a bed of dirt old wooden boxes, along with four jars
and gravel, bones and coins (345 sp, of spices (used to freshen the tombs;
457 gp). There is a 75% of both being each worth 800 gp and weighing stone
present, otherwise only the male is here, each).
the female (largest) out hunting and
7. Knight's Tomb: across from a
due to return in 2d6 turns.
simple altar for offering prayers to the
3. Sarcophagi: these barred alcoves gods, the plain stone sarcophagus of the
hold the bronze sarcophagi of the Knight of the Light rests here. Inside is
builders of this catacomb. Each is a the skeleton of a mail clad man, his
perfect likeness of the entombed, and skull cracked. In his hands is a sword,
each holds a desiccated corpse dressed the steel as bright and sharp as the day
in leather wrappings. Of those it was forged. The sword looks plain,
remaining, each corpse holds an ordinary, but in the hands of a
amethyst cylinder with seals depicting righteous warrior (Lawful), it acts as a
religious scenes (each worth 1,200gp) +1 sword that sheds light as a torch in
in its hands. darkness and grants +1 AC versus
Chaotic creatures, including all undead.
4. Ruined Room: once the caretaker's
It is known as Light-Bringer and is a
chamber, this partially collapsed room
holy sword that the knight's temple
holds fragile remains of furniture and a
have been seeking for centuries.
locked, rusty chest that contains 1,293
ep, 783 gp, and a baroque pearl (worth
2,000 gp).
Chimera (2): AC 5, Mv 120' (40') or fly 180' (60'), HD 9, #Ats 5 claw,
claw, bite, gore, bite (1d3, 1d3, 2d4, 2d4, 3d4), Sv F9, Ml +1, Al C, XP
1,300; dragon head can breath fire instead of biting: 50' line 10' wide,
3d6 damage (save vs. breath to resist).
ACKS page 159.
5.
4.
2.
3.
1.
Dragon
1. The Swamp Pool: a swift flowing 5. Safe Room: this underground lair is
resourceful prey, and the dragon has played at banditry to gather gold and jewels from travellers.
cunning, she preys on the local wildlife rather than hunt and fight for more intelligent and
A young dragon, evicted by her parents, has settled into her own lair in a swamp. Lazy but
There is a 50% chance that the dragon is in her lair. If present, there is a 60% chance that she is asleep.
river feeds this large pool of water, the not only where the dragon stores her
bottom of which is littered with animal treasure, but she also sleeps here and
bones: the equivalent of a crate of retreats to this safe cavern if threatened.
monster parts, worth 300 gp (5 stone Her treasure consists of:
encumbrance).
• 1,237 ep; 1128 gp; 1,056 sp; a
2. Toads: a trio of fat and giant-sized moonstone gemstone (50 gp), and a
toads— Potion ofPolymorph (stored in a wax-
(Giant Toads (3): AC 2, Mv 90' (30'), HD
2+2, hps 9, 12, 11, #Ats 1 bite, (1d4+1), Sv sealed ceramic jar), all in an ornate
F1, Ml -2, Al N, XP 47; swallow whole; chest stolen off a tax collector;
ACKS page 1 98)
• 2 bundles of rare fur pelts (ermine,
—inhabit this pool, and have an uneasy
mink), worth 500 gp each (5 stone per
alliance with the dragon. In return for
bundle);
her not eating them, they serve as
• 3 crates of fine porcelain, worth 500
watch-toads, croaking deeply and
gp apiece (2 stone each);
loudly if there are intruders.
• 3 crates of terra-cotta pottery, worth
3. The Deep Pool: a tunnel leads 100 gp per crate (5 stone each);
underwater, into the lair of the dragon. • 3 vials of rare perfume, each worth
An underground passage leads to the 125 gp;
dragon's main lair, where she keeps her • 4 crates of glassware, worth 200 gp
treasure and where she feels safe. There each (5 stone for each crate);
are more bones littering the bottom of • 10 rolls of garishly dyed cloth, worth
this deep pool of water: including 14 10 gp each (4 stone per roll);
animal horns worth 20 gp each (1 stone • 10 sticks of rare incense, each worth
per 5 horns). 22 gp;
4. Lair: if at home and awake, the • 19 bottles of fine wine, worth 5 gp
dragon resides here, plotting her next each (1 stone per 5 bottles);
raid or highway robbery. • 32 pieces of ivory (1 stone per 100 gp
value), each worth 92gp.
Dragon, young (1): AC 5, Mv 90' (30') or fly 240' (80'), HD 6, hps 25 ,
#Ats 3 claw, claw, bite, (1d4, 1d4, 2d6), Sv F6, Ml 0, Al C, XP 820;
dragon breath 3/day, acid: 100' line 5' wide, 6d6 damage (save vs. breath
for half damage); speech, spells: 1st (2), 2nd (1).
ACKS page 1 63-65.
1.
3.
2.
5.
4.
ETTIN
1. Main Entrance: a bunch of sharpened 1,000 gp, a leather pouch of gemstones: a
are returned. Footprints and ruts made by wagons lead to a cave by the ruins ofan old outpost.
carrying offthe loaded wagons. A bounty for their deaths has been posted, with a bonus ifany ofthe stolen goods
Merchants are being attacked on the road between market towns, and a pair oftwo-headed giants have been seen
logs have been hammered into the ground, hematite (10 gp), a tourmaline (100 gp), and
partially blocking the large entrance to the a star sapphire (750 gp).
cave. They provide partial cover (+2 AC). 4. Bed Chamber: The mated pair of ettin
bed down here, sleeping at night, 65% of
2. Stolen Wagon: in the middle of the
being out robbing merchants during the day.
tunnel is one of the stolen wagons, laden
The female ettin wears an elegant fur coat as a
with goods, plus a couple of crates and a few
shawl (6,000 gp value), and a deep black fur
barrels. The ettin have used the other
cape (1,000 gp) as a hat. On her wrist
wagons as firewood. The barrels all hold fine
dangles a piece of turquoise-studded silver
spirits (200 gp, 16 stone each), while the
jewellery, and she wears a platinum bracelet
crates all hold various pieces of glassware
(1,000 gp) as a ring. The male wears a
(200 gp, 5 stone each).
matching bracelet, albeit in gold (800 gp) as
3. Stolen Goods: The rest of the merchants a ring, a silver tiara as a bracelet (400 gp),
goods are kept in this cave: and both carry a pair of spiked clubs
• 3 rolls of silk (400 gp and 4 stone each); fashioned out of wood and nails from
• 2 glass perfume bottles full of a flowery wagons.
rare perfume (150 gp each);
5. Cooking Chamber: This side cave serves
• 3 ceramic jars of rare spices (800 gp and 1
as the ettin's kitchen: a fire pit and a large
stone each);
iron cauldron, fresh water from an
• 3 statuettes of dwarf warriors, garishly
painted (200 gp and 1 stone each); underground stream. Bones litter the corner,
• 24 sticks of rare incense (20 gp each), a sack and the corpse of a recent kill (a merchant)
with 3 sets of engraved teeth (50 gp each), lies waiting to be cooked. On the body, as
and a dream-catcher made ofbones and yet untouched, is a pouch that holds two
feathers (32 gp) in a locked chest; glass bottles containing a Potion ofWater
• a crate stuffed with a collection of 500 Breathing and a Potion ofHeroism, and
harpy feathers (60 gp each), and 8 bone folded pieces of parchment that are actually
fetishes (25 gp each); the crate has 20 stone scrolls: a Ward Against Undead, and 5 arcane
in encumbrance in total; spells (Knock, Detect Evil, Polymorph Self,
• a locked chest that holds 1,000 ep and Remove Curse, & Charm Monster).
Ettin (2): AC 6, Mv 120' (40'), HD 10, hps 56, 37, #Ats 2 club, club,
(2d8, 3d6), Sv F10, Ml +1, Al C, XP 850; +1 surprise.
ACKS page 1 68.
3.
1.
2.
5.
4.
FLY, Carnivorous
Giant
2.
1.
5.4.
Gargoyle
This tower of stone is weathered and inside by placing treasure on the floor,
on ledges looking down upon a pile oftreasure left behind by past adventurers.
A crumbling tower ofrendered stone sits alone in the wilderness. Inside, stone cherubs sit
falling apart. Inside the tower is hollow, then shoot their arrows at anyone
the stairs and floors crumbled and below, before swooping down to attack.
rotted away. Holes and gaping windows Although they do not need to eat their
look out over the wilderness, where victims, they do delight in torturing
gargoyles keep watch. These creatures them, often dragging them to the cellar
look like stone cherubs, with bows and and hanging them from hooks; they
a single poisoned arrow each. They can then slowly carve away the flesh, pull
remain perfectly still and appear as out the bones, and try to keep them
statues. The gargoyles lure their victims alive and awake for as long as possible.
1. Ground Floor: amidst the debris is the the other three gargoyles (hps 23, 20, 20)
treasure piled at the tip of the fallen door. stand as still as statues, watching for victims
Stairs lead down to the cellar, and a partially to enter their tower.
intact staircase leads about 15' up the wall.
4. Cellar: pillars carved with crude pictures
The pile of treasure consists of:
of torture. Between them, hanging from
• piles of electrum pieces (978 in all);
rusting meat hooks fastened to the arched
• gemstones: alexandrite (500 gp), jade (100
ceiling, several corpses hang. Each is slowly
gp), and a lapis lazuli (25 gp);
rotting and have been tortured.
• three glass vials: potions of Animal Control,
Diminuation, & Invulnerability; 5. Cave: by an underground stream are piles
• 2 sticks of rare incense (13 gp each). of bones, carefully placed, their marrow
sucked out and the bone carved with
2. Middle Floor: on the remains of the
symbols of death, rebirth, and eternal life.
stairs that once ascended the tower, one of
Amongst the bones are:
the gargoyles (hps 17) lurks behind fallen
stones. • set of engraved teeth (70 gp)
• stick of rare incense (19 gp)
3. Top Floor: on crumbling ledges looking
• a pair of Boots ofTravelling & Springing
out of the tower through gaping windows,
(ACKS page 219).
Gargoyle (4): AC 4, Mv 90' (30') or fly 150' (50'), HD 4, hps 23, 20, 20,
17, #Ats 2 claws, 1 bite, 1 bow & arrow (1d3/1d3, 1d6, 1d4), Sv F8, Ml
+3, Al C, XP 135; immune to poison, sleep, charm & hold spells, harmed
only by enchanted weapons or magic.
Arrow (1) is tipped with paralysis poison, save vs poison at +2 or be
paralysed for 2d4 turns; onset 1 turn.
ACKS page 1 69.
1.
2.
3.
Harpy
A nest of harpies occupies this tree- below. A sinkhole and a cave mouth
to their doom. A ring ofstones, a cave ofbones, and winged creatures lurking in the trees.
On a grassy hilltop studded with trees, sweet voices sing to the stars and moon, luring travellers
topped hill, singing at dawn and dusk also lead into the caves below. There is a
to lure wayward travellers to their 25% chance that a victim is already
doom. here, chained and barely conscious (see
below).
1. Hill & Stones: atop the steeply
sloping hill are five large oak trees, with 2. Cave ofBones: the bones of past
nests for each of the harpies, 1d4 of victims are thrown here, and one of the
which are present at any time. Each harpies (hps 13) can be found below,
nest has added decoration of gemstones gnawing at the bones. She finds
weaved into the twigs, leaves and bones; humans and elves deeply fascinating,
combined there are 10 gemstones: 1 but despises dwarfs. Amongst the bones
Agate (25 gp), 1 citrine (50 gp), 1 crystal are discarded swords, daggers,
(50 gp), 1 lapis lazuli (25 gp), 1 onyx backpacks, a coil of rope and a bow
(50 gp), 2 tiger eyes (25 gp each) and 3 with a broken string.
turquoise stones (25 gp each).
3. Pool ofCleansing: this pool of fresh
The ring of stones are splattered with water has unusual properties that the
blood and holds rusty chains where the harpies exploit. Anyone bathing in the
harpies secure their victims for torture water for a turn is healed 1d6 hps; a
before killing them, eating them, and creature can only bathe in the pool
throwing their bones into the cave once per day.
The Harpies Victims: if there is a victim chained to the stones, roll 1d6 to
determine who it is:
1d6 Victim Class/Level hps (current) Notes*
1 Garik Fighter/1 7 (1) Mercenary
2 Deny Cleric/2 6 (2) Hermit
3 Vert Thief/1 4 (1) Necromancer
4 Polly Mage/2 2 (0) Lockbreaker
5 Freeda Fighter/2 12 (2) Thug
6 Sly Explorer/1 3 (1) Scout
* These are templates if you have the ACKS Players' Companion.
Harpies (5): AC 2, Mv 60' (20') or fly 150' (50'), HD 3, hps 15, 12, 13,
12, 15, #Ats 2 claws, 1 sword or axe (1d4/1d4, 1d6), Sv F6, Ml -1, Al C,
XP 65; charming song: anyone who hears it must save vs spells or be
charmed and move closer to the harpy, unable to make any attacks.
ACKS page 1 74.
4.
5.
1.
3.
2.
Imp
This old tower stands in an isolated to mud in a 10' radius is the shaft is
2.
4.
3.
5.
Jabberling
The cave mouth is partially hidden She is always guarded by a pair of
2.
1.
2.
5.
4.
2.
1. 3.
1.
Kobold
1. Guard Posts strong and tough from simply
floors, and the kobolds use the twisting tunnels to their advantage should anyone attack them in their home.
lead by a tough, cunning kobold who is a veteran ofmany battles. The tunnels have low-ceilings, uneven
This warren is a fiercely protected village ofseveral hundred warriors, their mates and young pups. They are
Situated at key points are piles of surviving. There is a 2-in-6 chance that
boulders and ridges, from where the chief or witch-doctor are present.
kobold sentries lurk, keeping watch
5. Bodyguards
(2d6 kobolds, with a 2-in-6 chance of
In these stone huts the chief's
being accompanied by a champion).
numerous bodyguards dwell, half
2. Homes here, half protecting their chief.
These caverns have simple stone houses
6. Chief's Lair
close to fire pits and several exits. Each
A simple stone chair serves as the
house is home to 5 to 20 kobold
throne of the chief, who is often here
warriors, along with an equal number
and attended by his witch-doctor.
of mates and thrice that number of
Half of the kobold bodyguards will be
pups. A patrol of 3d6 kobolds keep
here, sat at the table eating and
watch, with 1d6 champions and a
drinking. Two doors lead to the
sub-chief amongst them, as well as a
chambers of the witch-doctor and the
giant weasel on a chain—
chief, while in an alcove of the cavern
AC 2, Mv 50', HD 4+4, #Ats 1 bite
are supplies that the kobolds have
(2d4), Sv F3, Ml 0, Al N, XP 215;
stolen.
cling & suck blood, ACKS page 201).
Treasure in Lair
3. Barracks
1,000 Copper pieces;
This cavern holds the stone barracks of
1,000 Electrum pieces;
the kobold champions (1d6 present),
1 rug, worth 5 gp each (5 stone) ;
their mates and their young. In the
1 vials of rare perfume, worth 125 gp;
small hut on a low ridge the kobold
1 Alabaster jewellery (700 gp) ;
shaman lives, acting as a wise elder and
1 Amber jewellery (3,000 gp) ;
healer to its kin.
1 Carnelian (75 gp) ;
4. Elders 1 Obsidian (10 gp) ;
In these stone huts live the kobold 1 Pearl (250 gp) ;
sub-chiefs (1d4 present), who are old 1 wrought silver jewellery (400 gp) ;
and wizened kobolds that have grown Potion ofOil ofSlipperiness.
1.
3.
5.
4.
6.
Lamia
1. Ruined Tower • 1 roll of yellow silk, worth 400 gp
3.
3.
4.
5.
3.
6.
2.
Mummy
1. Entry 5. Champion's Tomb
2.
2.
2. 3.
Naiad
1. Statue
across the plains. A cave leads to a aerie, where pegasi lair in their nest.
A high rocky hill, with a winding path to the top, where an ancient statue stands looking out
rock, to where an ancient, 1d12 on the table below.
sacred statue stands above a
cave. If a chaotic character prays,
they suffer blindness, which can
Inside the cave are a mated pair only be removed with a Remove
of pegasi, with their nest Curse.
holding 4 eggs due to hatch in
spring (each is worth 250 gp on There is no effect for neutral
the market). If hatched, the characters.
young pegasi could be reared 1d12 Blessing Effect
and trained as flying mounts by 1 Bless
lawful characters. 2 Resist Cold
3 Resist Fire
These pegasi act as guardians 4 Shimmer
for the statue, allowing only 5 Prayer
6 Striking (1 weapon)
lawful characters to approach it 7 Vigour
unharmed. 8 Tongues
9 Giant Strength (as potion)
The Statue 10 Regenerate (1 hp/hour)
Atop the rock is an ancient 11 True Seeing
bronze statue of a hooded 12 Roll twice, both apply
(ignore further rolls of 12).
figure with her arms raised in
supplication. The statue is
magical and if a lawful
character prays before it for a
night, they receive a blessing
that will last for one day per
level of the character.
The effects of the blessing are as
per the divine spell of the same
Pegasus (2): AC 3, Mv 240' (80') or fly 480' (160'), HD 2+2, hps 9, 12,
#Ats 2 hooves (1d6/1d6), Sv F2, Ml 0, Al L, XP 35.
ACKS page 188
4.
5.
3.
2.
1.
6. 7.
Quiet ones
An aura of utter Silence (as the the bed, throat slit while he slept.
to prayer, the next all was silent. In the old catacombs below, a trio ofstrange priests have taken residence.
On the edge oftown, a small church has fallen into ruin. One day the bell rang loudly, calling worshippers
spell) covers the church and He wears the key to the locked
immediate area (about 75' radius). chest around his neck. In the chest
1. Porch are spare robes, a lantern, a couple
The front doors are barred from of oil flasks, and an ornate bronze
holy symbol of his faith (130 gp).
outside and lead into a vestibule
with stairs leading up to the tower: An old desk holds parchment, quill
a rope hangs down, attached to the and ink, as well as a secret
bell. If pulled no bell tolls. compartment that holds a zircon
(75 gp).
2. Bell Tower
The tower looks out over the poor 6. Catacombs
district of the settlement, and the This lower level holds four
bell is an antique (75 gp), with sarcophagi containing the remains
rope dangling down. The Silence of former clergy. The three Quiet
prevents the bell from ringing. Ones (hps 25, 27, 21) are holed up
here, and have erected a barricade
3. Nave for added protection. A couple of
Pews line the aisles, leading to the old crates create further
altar. Behind that lies a statue to obstructions.
the local deity. The door to the
vestry lies on the floor torn from 7. Hidden Vault
its hinges. This hidden chamber holds the
following treasure, which even the
4. Vestry priest in residence knew nothing
A table and boxes sit here, with about:
stairs leading to the catacombs
below. The boxes hold robes, • 1,234 silver coins;
candles, and a couple of torches. • A locked chest with 1,020 gp,
• A couple of wax sealed jars
5. Bedroom containing exotic oils (40 gp each).
The priest who looked after the
church slept here. His body lies in
Quiet Ones (3): AC 2, Mv 120' (40'), HD 5, #Ats 1 mace (1d6), Sv C5,
Ml +1, Al L, XP 500; aura of Silence 15' radius, spells equal to a Cleric of
7th level.
New Monster
Quiet ones,
New Monster
Humanoid upwards, and they prefer to
% in Lair: 60% occupy large cities), the aura
Dungeon Enc: Cloister (1d6) grows by 5' per day.
Wilderness Enc: Cloister (2d6) Furthermore, as they consume
Alignment: Lawful noise, they grow in power: each
Movement: 120' (40') Quiet One has the spell ability
Armour Class: 2 of a Cleric, with a level equal to
Hit Dice: 5** the number of days they have
Attacks: 1 by weapon been active (maximum of Level
Damage: 1d6 14, even if they have been
Save: C5 consuming noise for longer
Morale: +1 than two weeks). As they cast
Treasure Type: F spells (gesture only), the noise
XP: 500 that they have consumed is
used up and their power
Quiet Ones are devotees of an dwindles: once their daily spell
alien deity of Silence. They are allowance is used up, they must
divine crusaders, seeking to consume more noise to regain
eliminate noise from the planes, their power; their Silence aura is
by spreading Silence and reduced back to 15' radius. As
consuming noise. such, the Quiet Ones only
resort to using their spells if
They appear as gaunt there is no other option, or if
genderless figures, tall with long there are enough of them to
limbs, faceless and as pale as take up the burden of spreading
ice, dressed in hooded robes of the Silence.
wrinkled leather. They move in
utter silence and communicate Quiet Ones are attracted to
to each other by some form of cities, and within those bustling
telepathy. They can sense settlements, they are drawn to
everything around them within temples and churches, where
120', including insubstantial or chanting and prayer provide a
invisible creatures and objects. hearty meal. They are also fond
of taverns and docks, lurking
Each Quiet One naturally emits out of sight, gorging themselves
an aura of Silence 15' radius (as on the noise.
the spell), which increases in
size as the Quiet Ones consume
the sounds around them. For
every day that the Quiet Ones
occupy a location full of noise
(anything from a village
Rust Monster
A low natural arch leads into a
2.
3.
Skeleton
and stepping stones. Caves dot the islands, and a ruin stands in the middle.
In the middle ofa swamp are several islands, connected by old gaming trails
middle of a swamp, with caves for 5,102 gp;
lairs. Nine caves hold the majority of • 1 facet cut imperial topaz (4,000 gp);
the tribe, each holding three mated • 1 jacinth (8,000 gp);
pairs and their young. The others • 2 flawless diamonds (4,000 gp each);
patrol the swamp, sleeping rough, • 2 statuettes of horses (1 stone each),
protecting the land; they swap lairs each worth 500 gp;
every full moon. • 2 statuettes of cows (1/2 stone each),
Each cave lair holds the following each worth 100 gp;
items of value: • Treasure Map;
• Potion of Fire Resistance;
• 1d4 bundles ofrare fur pelts, worth • Potion of Heroism;
500 gp each (5 stone each); • Potions of Plant Control (2);
• 1d2 bags ofloose tea, worth 75 gp • Potion of Oil ofSlipperiness;
each (5 stone each); • Potion of Water Breathing;
• 1d2 barrels ofbeer, worth 10 gp each • Potion of Invulnerability;
(8 stone each); • Potion of Philter ofLove;
• 1d2 barrels ofpreserved fish, worth 5 • Potion of Animal Control;
gp each (8 stone each); • Potion of Longevity;
• 1 jar ofspices, worth 800 gp (each 1 • Potion of Clairaudience;
stone). • Potion of Flying;
And one of the following (1d4): • Potion of Polymorph.
i. 1 alabaster jewellery (200 gp) There are also several items loose in
ii. 1 chryselephantine jewellery (400 gp) the corner:
iii. 1 shell-necklace jewellery (60 gp) • +2 Crossbow Bolts (5);
iv. 1 topaz (500 gp) • +1 Arrows (10);
In the centre of this village is a hill, • +3 Leather Armour;
atop which stands an old ruin that the • +1 Leather Armour;
Chief and his mate, the shaman. They • +1 Shield.
keep a fat iron chest (locked) in their The chief carries a +1 Axe (1d8+3) &
lair, which holds the following wields a +3 Shield (AC 10 with shield).
treasure:
2.
2.
3.
2.
Ugjuknarpak
2.
2.
1.
3.
2.
4.
2.
1.
Vermin:
Giant Rat
These cool, old sewers stretch
2. Rat Caves
These chambers are where the
giant rats can mostly be found.
Each has 2d4 giant rats
present.
3.
2.
1.
Xiang Yao
A small copper mine, recently 4. New Tunnel: the miners had
antique urn, releasing an evil spirit that has made the mines its home.
A mine has been abandoned by miners who foolishly broke the seal on an
abandoned when miners discovered an recently started work on this new
antique urn whilst digging. A foolish tunnel, when they discovered an ornate
miner, now dead, broke the seal and urn in the rock. That urn now lies on
released an imprisoned spirit: an insane the floor, its wax seal broken. The urn
Xiang Yao. is made of obsidian, engraved with an
image of a snake with nine human
1. Sheds: these two wooden sheds now
heads all screaming. The image has tiny
lie empty. The western shed was a
rubies for its eyes (each worth 100 gp,
dining hall, now littered with discarded
the urn is worth 250 gp).
tools and half-eaten, rotting meals. The
eastern shed also shows signs of recent 5. Old Tunnels: upturned cart with its
abandonment, but also has bars and a contents spilled out (rubble and 25 gp
locked door, in which two larger chests worth of ore) lies next to the charred
(also locked) hold (i) 900 pieces of corpse of the unfortunate miner who
copper ore (1 gp each), and (ii) 1,000 broke the seal. His pickaxe is still
gp and 1,000 sp. clutched in his hand. Three tunnels
lead deeper into the mines.
2. Stores: this side cave holds a couple
of flasks of lamp oil, a barrel ofrum The Xiang Yao will be found here,
(worth 200 gp), a crate of nails, coiled around the cart. It's heads know
wooden supports and spare rails for the the following spells:
tracks, a trough of water, and a (1) Magic Missile, (2) Invisibility, (3)
collection of tools (pickaxes, shovels, a Fireball, (4) Confusion, (5) Transmute
lantern). Rock to Mud, (6) Flesh to Stone, (7)
Charm Person, (8) Mirror Image, (9)
3. Carts: this smooth walled room is
Web.
where the carts are kept. One of them
currently holds copper ore worth 500
gp. The other holds a pickaxe and a
shovel.
Xiang Yao (1): AC 6, Mv 180' (60'), HD 9, hps 55, #Ats 9 bites (1d3
each), Sv M9, Ml +1, Al C, XP 1,900; if more than three heads hit
constrict for 1d6 damage; immune to non-magical effects and mind-
affecting spells; cast spells.
New Monster
Xiang Yao,
New Monster
Fantastic Creature the inherent madness of the
% in Lair: 50% monster. They speak the
Dungeon Enc: Solitary (1) common tongue as well as
Wilderness Enc: Solitary (1) whatever languages their host-
Alignment: Chaotic heads once knew (1d4 per
Movement: 180' (60') head), and retain some of their
Armour Class: 6 knowledge: consider the
Hit Dice: 9** monster to have the
Attacks: 9 bites
proficiencies of Collegiate
Wizardry, Engineering,
Damage: 1d3 per bite Knowledge (1d6 subjects),
Save: M9 Loremastery, Magical
Morale: +1 Engineering, and Theology. They
Treasure Type: None are intelligent but mad, but it is
XP: 1,900 possible to reason with them.
Xiang Yao are extremely rare Each head is able to cast a
evil spirits created by ancient single spell, once per round, or
dragons to serve as heralds of bite if forced into close combat.
doom, guardians, companions The spells are of a random
and historians. level, 1-6. The Xiang Yao can
They have nine human heads also constrict with its body, if
sprouting from a long, thick more than three heads bite
snake body 30' long and reek of successfully:
1d6 damage
anyone held suffers
per round until
rotten eggs. freed (save vs paralysis to get
Each head of the Xiang Yao free).
once belonged to a high level Xiang Yao are usually found in
mage, whom the creator-
dragon captured and beheaded; the lairs of ancient dragons,
especially black dragons, where
a ritual was then performed,
fusing the heads to the body of corrupting finding
they enjoy
the land
ways of
a giant snake. This ritual is said surrounding the lair.
to be written in an ancient
tome that is sought after by
dubious mages and insane
necromancers, who believe it a
means to immortality.
The Xiang Yao are immune to
non-magical attacks, as well as
spells that effect the mind due
2.
1.
3.
Yeh-Teh
1. Frozen Men moss covering it.Each of the
defended their home against trappers hunting them for their furs.
Within a snowy hill lies the lair ofa family ofYeh-Teh, who have recently
Partially buried under piles of creatures has a spear within
hardened snow are the frozen reach.
bodies of three would-be 3. Bone Pile
adventurers who foolishly tried Past a pool of fresh water, is a
to hunt the yeh-teh and paid depression full of bones from
the price. They have been kept the animals and other creatures
here as a warning to others, and that have come across the yeh-
so far it is a tactic that has teh and not paid the proper
worked. respect. Mostly these are animal
The bodies are poorly equipped bones, from hunting, but there
and hold little treasure, but are a few humand, elf and dwarf
their basic equipment could be bones amongst them.
salvaged: Hanging over this pile of bones
1. Holy symbol (silver crescent are wards against evil spirits,
of Istreus), sling, 30 sling windchimes made ofbrass (100
stones, quarterstaff, leather gp value, shaped like dancing
armor, grey wool tunic and bears), wooden dragons (300 gp)
pants, leather belt, low boots, with copper bells on their tails,
backpack, 3gp. copper tubes with glyphs ofdivine
2. Long bearded axe, francisca, nature (160 gp), as well as a
chain mail armor, thick wool silver mirror that spins on a
cloak, wool tunic and pants, frayed piece of rope fastened to
leather belt, low boots, small the ceiling with a diamond-
sack, wineskin with strong ale tipped pin (400 gp).
(frozen).
3. Crossbow, case with 20 bolts,
well-oiled sword, steel shield re-
painted many times, slightly
battered chain mail armor,
armiger’s tunic and pants, low
boots, backpack.
2. Yeh-Teh Cave
This slipt level cave is home to a
family of three yeh-teh, who are
very protective of one another.
They have beds woven from
reeds and branches, with soft
Yeh-Teh (3): AC 4, Mv 120' (40'), HD 4, hps 25, 13, 11, #Ats 1 bite, 2
claws or by weapon (1d6, 1d6/1d6, or 1d8+2), Sv F4, Ml +1, Al N, XP
145; immune to cold-based attacks, wield spears in both hands for +2
damage.
New Monster
Yeh-Teh,
New Monster
Humanoid outlook to life. They are hunter-
% in Lair: 40% gatherers for the most part,
Dungeon Enc: Group (1d6) although some clans maintain
Family (2d6) simple years of hardy crops and
Wilderness Enc: Group (2d6) livestock.
Clan (2d6 gangs) Yeh-teh can be fearsome if
Alignment: Neutral provoked, but are reasonable and
Movement: 120' (40') intelligent creatures who will avoid
Armour Class: 4 unnecessary fights. When forced,
Hit Dice: 4* however, they will fight with tooth
Attacks: 2 claw, 1 bite, and claw or wield simple weapons
or by weapon or farming implements with their
Damage: 1d6/1d6/1d8 or great strength (+2 to damage).
by weapon +2
Save: F4 Their thick fur provides them with
Morale: +1 some protection against weapons
Treasure Type: C and they have adapted to extreme
XP: 145 cold, taking no damage or
suffering adverse effects from cold-
Yeh-Teh are an ancient race, once based attacks or magic.
grand and proud, more advanced
than the elves and dwarves and Their clans are led by the wisest
humans around today. Their and eldest (HD 6, hps 30), who is
civilisation collapsed after it grew advised by a shaman (cleric or
corrupt and decadent, and civil shaman* class, level 1-6). Each
wars tore it apart. The Yeh-Teh are yeh-teh is seen as an equal,
the descendants of this once great regardless of gender, and the
race, taught to fear progress and numbers are split between the two;
technology and to lead simple lives in addition, there are children
in the snow-clad mountains where equal to 40% of the population,
they make their homes. the oldest treated as orcs
statistically. What treasure they
The Yeh-Teh wear thick manes have is usually items that they have
around a fearsome yet intelligent found and took because it looked
face, with tusks protruding from nice; they have no real need for
their mouths. Their thick fur is currency.
white, warm, and allows them to
blend into their snowy
surroundings (-2 to opponents
surprise rolls). They are strong,
intelligent, but simple in their
* Shaman class is from the ACKs Players Companion, pages 38-40.
1.
2.
2.
3. 3.
4. 4.
5.
Zombie
1. Statue each other. They will, however,