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0% found this document useful (0 votes)
548 views73 pages

Untitled

Uploaded by

jaymedribeiro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Ankheg
  • Basilisk
  • Chimera
  • Dragon
  • Ettin
  • Fly, Giant Carnivorous
  • Gargoyle
  • Harpy
  • Imp
  • Imp - New Monster
  • Jabberling
  • Jabberling - New Monster
  • Kobold
  • Lamia
  • Mummy
  • Naiad
  • Owlbear
  • Pegasus
  • Quiet Ones
  • Quiet Ones - New Monster
  • Rust Monster
  • Skeleton
  • Troll
  • Ugjuknarpak
  • Ugjuknarpack - New Monster
  • Vermin: Giant Rat
  • Wraith
  • Xiang Yao
  • Xiang Yao - New Monster
  • Yeh-Teh

The

Book of
Lairs

Jim & Josefin Magnusson


INTRODUCTION
This Book ofLairs is a collection of lairs for fantasy
tabletop role-playing games, including maps, lair details,
and the odd new monster. It is written with the Adventurer,
which includes 1-3 encounters.” Adventurer Conqueror King System page 236.
“A dynamic lair is a small dungeon or lair, created in advance like a point ofinterest,

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

weathered standing stones where travellers sometimes camp.


lies a shrine for travellers' to pay their respect to the gods, and a ring of
Below a dirt road between market towns is a nest ofankhegs. Above ground
1. Shrine: A small shrine, little merchant (Beris) who is
more than a hut built of loose unconscious (1 hp out of 4, 0-level)
stones. Offerings (food, wine) and still carrying the three amethyst
are often left here to appease the cylinders (with seals depicting
gods of travel. religious scenes, each worth
1,200gp) that he was taking to
2. Standing Stones: A ring of
market.
stones, weathered and shaped
like trees. 5. Nest: The largest, and female,
ankheg (hps 28)guards a cluster of
3. Tunnels: The seven ankhegs
eggs with the ferocity of a mother.
(hps 19, 20, 23, 18, 15, 9) that lair
here take turns waiting to ambush 6. Lonely Statue : A gravel beach
passersby, in their tunnels capped leads to an underground river, over
by loose soil and stones (a full which is a ledge and the lonely
round to burrow through). 1d6+1 statue of an elderly woman dressed
are in the tunnels, the rest in rags. The stone lady holds a
resting in the cavern below. basket in her hands, inside of which
are 28 jade carvings of heroes and
4. Cavern: A recent captive has
monsters, each worth 200 gp.
been dragged below, an injured
Bone Piles: In the cave are piles of bones, the remains of past meals
(gnawed and acid-scorched) that may be searched: 2-in-6 chance per pile,
roll below.
1d6 Item Found Value
1 1 rich fur cape (soiled) 1,700 gp
2 2 statuettes 200 gp
3 1 wrought gold bracelet (serpent design) 300 gp
4 1 whorled nephrite jade 1,500 gp
5 1 sunset ameythest 750 gp
6 1 moonstone tiara 4,000 gp
Ankheg (7): AC 8, Mv 90' (30') or burrow 60' (20'), HD 5, #Ats 1
mandible & acid (3d6+1d4), Sv F5, Ml -1, Al N, XP 500; on successful
hit grab opponent (save vs. paralysis each round to escape); if cornered, or
desperate, spit 30' line ofacid (4d8, save vs. blast for half), 1/6 hours.
ACKS page 153.
5.

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

on the cattle– and any unfortunate travellers– ofthe nearest settlement.


An abandoned farm has become the lair ofa nest ofcarnivorous giant flies that are preying
1. Blacksmith: an old forge the debris is rewarded by the
with rusted implements inside, finding of a brass ear trumpet
discarded nails and ironwork, an engraved with seahorses (60 gp).
anvil and empty shelves. A set of 4. Farmhouse: this stone house
tools is on the shelf. has seen better days, and has
2. Stables: inside this another tunnel leading to a
dilapidated stables is the smaller cave.
opening of a tunnel, which leads 5. Cave: this is where the runt
down to the main nest of the of the giant flies has made its
giant flies. The drop is about own lair (hps 5). It has dragged
fifteen feet, the sides made of the remains of a cow with it,
enough loose soil to make and has a trinket that is took
climbing difficult. from a recent kill: an ivory flute,
3. Nest: the main nest of the beautifully carved to resemble a
giant flies, littered with bones serpent (400 gp value).
and detritus. A search amongst

The giant carnivorous flies can be found in the nest or buildings,


while the runt is in its own cave (5 ). The others are scattered
amongst the other areas: for each, roll 1d4 to determine its
location.
Fly, giant carnivorous (6): AC 3, Mv 90' (30') or fly 180' (60'), HD 2,
hps 12, 11, 9, 12, 14, 5 , #Ats 1 bite, (1d8), Sv F1, Ml 0, Al N, XP 20; -2
to opponents surprise rolls; leap 30' to attack.
ACKS page 1 69.
3.

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

wizard to adopt it.


familiar. The imp engineered the wizard's death and has now taken the tower as its lair; it waits for a new
A dilapidated tower that was once home to a modest wizard who made a mistake and summoned an imp for a
spot in the woods. A two-level tower, buried a couple of inches deep.
the walls crumbling, the doors stiff and
3. Imp's Lair: this damp cave is where
hard to budge. The imp is always at
the imp meditates. It sleeps in the
home: roll 1d4 to determine its
middle of the summoning circle that
location.
was used to bring it into the world. The
1. Hall: the wall has crumbled here, circle is inlaid with silver (dig it up, 3
destroying the original entrance. In the turns, 75 gp value).
centre is a shaft, where ladders lead up
4. Upper Hall: this now empty hall is
and down, with a plank of wood
littered with bird droppings and bird
between them. There is a 1-in-6 chance
bones. The imp will use this space as a
that the plank will collapse if stood
battlefield if a fight is likely.
upon (fall 20', 2d6 damage).
5. Laboratory: behind this Wizard
2. Bedroom: this musty room holds a
Locked door (11 th level) lies the remains
bed, cupboard of old clothes, a dressing
of the dead wizard and his laboratory
table with a mirror and ivory hairbrush
(worth 9,000 gp). A locked chest holds
(25 gp), and a bed that is stained with
the following items:
old blood. Under the rotten straw
mattress is the wizard's spell book • Potion ofClairaudience;
(spells as imp, plus a extra random spell • 1,348 silver coins;
of each level). On the rack against the • Seven vials of Kraken Ink (50 gp
wall sits a magic spear: each);
• Scroll of 2d4 random spells (arcane,
• Spear ofthe Martyr: inflicts wounds
1d6 levels).
that can only be healed by magic; spoils
water if the tip is immersed; turns sand

Imp (1): AC 2, Mv 60' (20'), HD 4, hps 14, #Ats 2 claws, 1 bite


(1d2/1d2, 1d4), Sv M8, Ml 0, Al C, XP 245; immune to sleep, charm,
hold; spells: has the following spells memorised (each can be used once only) :
(1 st) Charm Person, Detect Magic, Sleep; (2nd) ESP, Invisibility, Phantasmal Force;
(3 rd) Dispel Magic, Hold Person, Lightning Bolt, (4th) Confusion, Dimension Door;
(5 th) Conjure Elemental;
Proficiencies: Alchemy, Knowledge (Arcane), Mimicry, Battle Magic, and Sensing
Power.
New Monster.
Imp
New Monster
Summoned Creature as if a projection of the wizard, up
% in Lair: 20% to a range of 30'. If the imp dies,
Dungeon Enc: Solitary (1) treat as if a normal familiar has
Wilderness Enc: Solitary (1)
Alignment: Chaotic died; however, if the wizard dies,
Movement: 60' (20') then the imp gains a portion of the
Armour Class: 2 wizard's power: they gain
Hit Dice: 4** temporary hit points equal to the
Attacks: 2 claws, 1 bite
Damage: 1d2/1d2/1d4 wizard's level, and gain the spells
Save: M4 or as wizard that the late wizard had memorised
Morale: 0 before his or her demise: these
Treasure Type: as wizard master spells can be used only once, and
XP: 245
then are lost.
Imps are small demons that are
often found in the company of Due to the power they can gain
wizards or powerful demons. They (the temporary hit points and
are frequently summoned to serve spells stack and last until used up)
as familiars, and offer wizards more these imps seek out wizards to
power than your typical familiar. bond with, and then engineer their
master's demise. The imp cannot
Imps are immune to sleep, charm directly harm or kill the wizard,
and hold magic, and may have but they can make plans that put
proficiencies as a familiar (see the wizard in danger. They often
ACKS page 60). entice adventurers to slay the
As a familiar, imps bond with their wizard, offering knowledge and the
master, granting the normal wizard's treasure as a reward.
benefits of a familiar, but also Imps as Familiars: to obtain an imp
enhancing the wizard's power by as a familiar, the wizard must have
allowing them to memorise an both the Black Lore and Familiar
additional spell of each level. The proficiencies.
imp can act as a conduit for the
wizard's spells, either by touch or
1.

2.

4.

3.

5.
Jabberling
The cave mouth is partially hidden She is always guarded by a pair of

aliens guards the heirloom oftheir ancestors.


A concealed cave with a stream running through it. A gathering of
by boulders and overlooked by Protectors (hps 16, 16) armed with
trees. A pair of Jabberlings (hps 8, spears. The Elder is troubled by
9) are always stationed here, on recent raids by orcs and is looking
watch. for allies to fight with. He has these
spells memorised: (1 st) Shield, Sleep;
1. Hall ofGathering:
(2nd) ESP; and fights with a razor-
This cave is where the Jabberlings
thin sword: magic, +1 to
prepare and cook their meals, nurse
hit/damage, ignores armour less
their young and practice with their
than plate.
spears. Five males and six females
(hps 7, 11, 8, 12, 4, 8, 2, 13, 11, 5. Sanctum ofHealing:
16, 12) tend to a dozen young This heirloom promotes healing to
during the day; at night, four anyone resting inside. It is always
guards stand watch. guarded by two Jabberlings (hps 8,
3). Behind a secret compartment of
2. Hall ofthe Protectors:
this metal structure embedded in
The Elder's four Protectors call
the stone, are the treasures of the
this home: two (hps 16, 16) are
family: a steel box with a pair of
always asleep here, the others
agate gems (25 gp each), three lapis
guarding the Elder. Amongst the
lazuli (25 gp apiece), an obsidian
simple bedding are four Tiger Eye
egg (10 gp), and a turquoise gem
gemstones (25 gp each).
(25 gp); a moonstone cube (worth
3. Hall ofthe Family: 50 gp); a crystal cube (worth 50
The majority of the family sleeps in gp); and a metallic bone-like
this cave, which is strewn with cylinder with a scroll ofDimension
animals skins and furs. Door (4th-level arcane spell, written in
Jabberling).
4. Hall ofthe Elder:
This cavern is where the Elder (hps
22) sleeps and attends to her family.
Jabberlings (15): AC 4, Mv 90' (30'), HD 2, #Ats 2 claws, or by spear
(1d4/1d4, or 1d6), Sv F2, Ml +1, Al N, XP 29; instead of attacking can
jabber: save vs spells or anyone in 30' is affected by a Confusion spell (ACKS
page 73).
New Monster.
Jabberling
New Monster
Humanoid
,
per a confusion spell (ACKS page 73).
% in Lair: 30%
Dungeon Enc: Gibbering (2d4)/ In their lairs, often caves or ruins, an
Gathering (3d6) extended family of Jabberlings gathers
Wilderness Enc: Gibbering (2d4)/ around the heirloom or artefact of
Gathering (3d6)
Alignment: Neutral their ancestors. They are led by an
Movement: 90' (30') Elder (HD 3, spells as a 3 rd-level mage,
Armour Class: 4 but with no spell book needed), who is
Hit Dice: 2* accompanied by the largest of its kin
Attacks: 2 claws, or
1 weapon (1d4 protectors, AC 5, hps 16 each, +1
Damage: 1d4/1d4, or to hit and damage). These families are
by weapon spilt evenly between the sexes, who are
Save: F2 on equal terms, and have 2d6
Morale: +1
Treasure Type: B plus heirloom younglings that are non-combatants.
XP: 29 Heirlooms
Jabberlings are intelligent creatures Each gathering has an heirloom that
from another world, refugees that fled the family looks after; roll 2d6 below:
from an ancient war. They have lived 2d6 Heirloom
here for centuries, cherishing 2 Rod ofLightning (death
ray): 2d10 charges; fires a bolt of
heirlooms that are actually parts of the lightning 60', as spell.
vessels that arrived in, and are highly 3-5 Amulet ofProtection
(personal forcefield): when
territorial and protective of their kin. worn grants +1 AC.
They speak their own language and 6-8 Harness ofFlight (anti-grav
belt): 3/day user can fly as
often the tongue of one or two nearby per spell.
races that they interact with: either by 9-11 Orb ofSeeing (video-
phone): allows communication with
trade or in war. another Orb, regardless of
distance.
Jabberlings have the ability to jabber 12 Sanctum ofHealing
madly— instead of attacking— a (escape pod): a shelter of
metal; anyone resting
defence that can drive those that hear inside finds themselves
it insane, albeit temporarily. Anyone healed to full after 8
hours; functions once
within 30' of a jabbering Jabberling per day.
must save versus spells of be affected as
6.

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.

Kobolds (176): AC 2, Mv 60' (20'), HD 1d4, #Ats 1 spear (1d4), Sv F0,


Ml -2, Al C, XP 5.
Plus 88 non-combatant mates & 264 young pups.
Champions (17) AC 3, HD 1-1, hps 4, 1d6 damage;
Sub-Chiefs (5) & Bodyguards (14) AC 3, HD 1, hps 8, 1d6 damage;
Chief (1) AC 5, HD 2, hps 12, 1d8+1 damage; Witch-Doctor (1) as
champion with spells as 4th-level mage;
Shaman (1) as sub-chief, with spells as 6th-level cleric.
ACKS page 178
2.

1.

3.

5.

4.

6.
Lamia
1. Ruined Tower • 1 roll of yellow silk, worth 400 gp

their camp above.


lamia, whose loyal servants and bodyguards keep her safe from
Below a ruined fort lies the opulent lair ofa panther-bodied
Within the remains of this tower is each (4 stone);
one of the lamia's loyal & enslaved • 2 boxes of loose tea, worth 75 gp each
servants, a young warrior who looks (5 stone each);
after the servants' rations (a crate of • 4 jars of dyes and pigments, worth 50
dried meats, vegetables, and a barrel of gp each (5 stone each);
ale): • 2 statuettes ofpanthers (1 stone each),
each worth 110 gp;
Felix (F3, AC 3, Mv 40', HD 3, hps
19, #Ats 1 weapon (1d6+1 or 1d4+1), A locked chest with:
Sv F3, Ml +4, Al N, XP 50; leather, • 1,000 Electrum;
shield, axe, dagger). • 1,000 Gold;
• 1,000 Silver;
2. Ruined Tower
This ruin is guarded by the lamia's A second locked chest with:
oldest servant, an old warrior who • 1 Alabaster jewellery (1,000 gp);
stands watch by the stairs to her lair. • 1 brass jewellery (100 gp);
He wears a suit of worn Leather • 2 Carnelian gemstones (75 gp);
Armour +1 : • 1 Carved jade jewellery (1,000 gp);
• 1 chalcedony (75 gp);
Hector (F5, AC 3, Mv 40', HD 5, hps • 1 malachite (10 gp);
18, #Ats 1 weapon (1d8+2), Sv F5, Ml • 1 quartz (10 gp);
+4, Al N, XP 350; sword, spear). • 2 pieces of wrought orichalcum
3. Grand Hall jewellery (1,000 gp);
In this room are statues, manacles • a Potion ofHeroism;
attached to the wall, and a throne for • a pair of old Treasure Maps;
the lamia, strewn with petals and • and a Crystal Ball with Clairaudience.
herbs. The lamia can be found here 5. Lamia's Bedchamber
half of the time, using her illusions to A soft bed of feathers, flowers and
appear as an old hag, beautiful princess herbal bundles serves as the bed of the
or hardened warlord, depending on lamia. She is here half the time, with a
her needs. 2-in-6 chance of being asleep. The
Around the room are several items of keys to the treasury and the chests are
value: hidden amongst the bedding. She
wields a magic sword:
• 2 crates of fine porcelain, worth 500 • Magebane (sword +1, +2 vs spell-
gp each (2 stone each); casters: on a natural 20 drains highest
• 1 crates of terra-cotta pottery, worth level spell from memory).
100 gp (5 stone);
• 1 barrel of fine spirits, worth 150 gp 6. Escape Tunnel
(16 stone). A portion of the wall lifts away to
reveal a tunnel that winds its way half-
4. Treasury a-mile to a wooded glade, the exit
This locked room holds the wealth covered by a bed of flowers. The lamia
that the lamia has collected. Inside are: will use this to escape.
Lamia (1): AC 7, Mv 240' (80'), HD 9, hps 45 , #Ats 1 touch or sword
(1d6 or 1d6+1/+2), Sv F9, Ml +1, Al C, XP 2,500; cast Command Word
and create illusions (as Phantasmal Force) at-will, cast Charm Person and
Mirror Image 1/day each; touch drains WIS, when WIS = 3, victim
becomes enslaved.
ACKS page 179
1.

3.
3.

4.
5.

3.
6.

2.
Mummy
1. Entry 5. Champion's Tomb

tomb ofancient holy warriors.


Beneath an island topped by a ruin lies a buried
A small shrine conceals stairs leading below. The sarcophagus inside this tomb bears the
Offerings have been laid here: an likeness of a stern-looking woman, dressed
alexandrite gem (500 gp), and a bundle of in nothing but a loin cloth. Inside lies a
fox pelts (15 gp). mummy (hps 21) with hollowed out
insides: this has been filled with a total of
2. Hall ofWorship
975 sp and 997 ep. A false bottom hides
A damp corridor, round stones blocking
three delicate glass potion bottles: Potions of
each tomb (Open Doors to roll free), with a
Animal Control, Flying, and Delusion; and a
life-sized soapstone statue of a warrior at
lever that opens the secret door in room 4.
one end, and an altar at the other. A secret
panel at the base of the altar holds a treasure The creature awakens if disturbed, and
map (to 5d6 gems, 2 magic items), and a there is a 2-in-6 chance that she awakes if
lever that opens the adjacent secret door. the others in rooms 4 or 6 are awoken.
3. Common Tombs 6. Masters' Tomb
In these damp tombs are sarcophagi This secret tomb holds two sarcophagi,
engraved with the ancient symbol for death bearing the likeness of a beautiful man and
and rebirth. Inside each are the remains of woman, both dressed in leather tunics and
the lowest holy warriors, blunt but well- skirts. Inside each is a mummy (hps 22,
crafted swords clasped in their hands, gold 17), that awaken as soon as a secret door
pieces in each eye socket, and a silver piece opens or they are otherwise disturbed.
in their mouths. Disturbing the remains has
a 2-in-6 chance of awakening the mummies The man's coffin has a false bottom that
in rooms 4-6. contains a brightly coloured Flying Carpet,
1,000 Electrum and 1,000 Gold pieces;
4. Warrior-Priest's Tomb while the woman's coffin has a concealed
Inside this chamber is an ornate compartment that holds a bone scrollcase
sarcophagus bearing arcane symbols of life, with a Scroll ofArcane Spells: Lightning Bolt
death, and the passing of time. Inside is the (3rd), Transmute Rock to Mud (5th), a faded
mummified remains of a holy warrior- and an ancient Treasure Map (to 2 magic
priest, clutching a warhammer in its hand, items). The male mummy wears a gold and
with a shield across its chest: a War silver headband that is a Helm of
Hammer +1 and a Shield +1 . Teleportation, and his hands clasp a Sword
If disturbed, even by simply removing the +1, Flame Tongue; and the female one wears
lid, the mummy (hps 22) awakes. a Ring ofInvisibility (jade band edged with
gold) that she can use.

Mummy (4): AC 6, Mv 60' (20'), HD 5+1 , #Ats 1 pummel (1d12), Sv


F5, Ml +4, Al C, XP 460; immune to poison, charm sleep or hold magic;
sight causes terror & paralysis if a save fails; touch causes mummy rot:
cannot be magically healed and natural healing takes ten times as long,
Remove Curse to cure; only harmed by magic or fire, which do half-
damage.
ACKS page 185
1.

2.

2.

2. 3.
Naiad
1. Statue

water-nymphs live and play.


In hidden caves around a secluded lake an extended family of
• a pile of loose coins: 1,174 ep;
A weathered bronze statue stands here,
moss and weeds covering it. The statue • a chest holding: a necklace of carved
is of a young woman disrobing as if knuckle bones (worth 18 gp), a flute
she is about to paddle in the river made from an ogre's tusks (worth 30
flowing by. gp), a bronze ear trumpet shaped like
an elephant's trunk (170 gp), and a
2. Underground Lairs silver goblet engraved with scenes of
These three underground caves are erotic love making (500 gp);
where the naiad (hps 3, 1, 2; 4, 1; 1, 2,
• 2 jars of dyes and pigments, worth
4) sleep and rest after a day spent
50gp each (5 stone each);
frolicking in the small lake that is their
home. Eight lair here, and there is a 2- • a crate of glassware, worth 200gp (5
in-6 chance that they have the stone).
company of a young man or woman On an old salvaged table are six
they have charmed. bundles of fur pelts (beaver and fox),
3. Pool ofBelonging worth 15gp each (3 stone per bundle),
The eldest and ruling naiads sleep and a pair of magic swords:
here (hps 8, 5), and have built a simple • Sword +1, Unrequited: this sword,
but effective barricade across the entry on a successful hit, inflicts the target
to the forest outside. with deadly unrequited love if a save vs
In the centre of the cave is a pool spells fails. They are filled with longing
ringed with bronze bricks engraved and regret, feeling unsatisfied whatever
with scenes of love-making. The water they do; they cannot sleep, barely eat,
is pure, warm, and anyone bathing in and are often tearful and angry (lose 1
it feels calm, at-ease, their wounds stop Constitution per day, cannot heal
hurting and weariness fades: it heals naturally, memorise spells or count
2d6 hit points but anyone other than a sleep as bed rest; cured by Remove
naiad who bathes here must make a Curse or by falling in love).
save vs spells or be charmed, as if by the • Sword +1, Salt: on a the roll of a
two elders. Anyone so charmed feels natural 20, unless a save vs spells
like they belong here and never want succeeds, the sword absorbs the
to leave. moisture from the target, dealing an
In an alcove of the cave are valuables extra 2d6 damage, leaving a crust of
taken from captives (playmates) of the salt on the wound.
naiads:

Naiad (10): AC 2, Mv 120' (40'), HD 1 , #Ats 1 gutting knife (1d4), Sv


E1, Ml -2, Al N, XP 13; Charm Person & bestow Water Breathing at-will;
summon giant bass for protection.
ACKS page 186
Owlbear
Surrounded by towering oak

giant oak, a den ofowlbears lairs on beds ofleaves and bones.


Sheltered in a hollowed-out hill, accessed by a hollowed-out
trees stands an isolated hill,
topped by a large, hollow oak
tree with a gaping hole in its
side.
A shaft leads down inside the
hill, where a mated pair of
owlbears now lairs (2-in-6
chance of being asleep).
Their lair has a pool of water
(rain water drips in from the
roots that hang from the
ceiling), beds of leaves, bones
and flowers, and up a slope are
piles of bones of past prey;
amongst which are:
• A torn sack of 1,072 sp,
spilling out from the tears;
• 1 bag of loose tea, worth 75 gp
each (5 stone);
• 3 large engraved teeth (ogre,
each showing a map: see the
three maps in the right
column), each worth 50 gp;
• 8 jars of lamp oil, worth 20 gp
each (6 stone per jar);
• and a leather pouch with a
citrine (50 gp) and a jet (100
gp) gemstone.
Owlbear (2): AC 4, Mv 120' (40'), HD 5, hps 25, 13, #Ats 1 bite, 2
claws (1d8, 1d8/1d8), Sv F3, Ml +1, Al C, XP 200; if both claws hit hug
for 2d8 damage.
ACKS page 188
Pegasus
A steep path spirals up this high name, determined by rolling

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

away by a pair ofRust Monsters that have taken up residence.


In a tall cave stands an old iron statue, slowly being eaten
The Shield ofthe Night Watch
tall cave, wherein stands a large
statue made of iron and steel. This shield bears the symbol of
Originally the statue of a the Night Watch, an
legendary knight, a pair of rust organisation dedicated to
monsters have been eating protecting settlements from the
away, obliterating its face and monsters that hunt in the night.
portions of its body. They nest They are a travelling, nomadic,
in a bed of rust and twigs, and group with no leaders as such.
scared off an adventurer who These Watchers search out lairs
tried to camp here, and who left of monsters, evil cults and
behind a few items. chaotic sites and put a stop to
them.
Lost Property
A rusted, partially eaten sword The shield is a +1 shield that,
lies on the ground, along with a once per day, bestows
half-eaten spear. A pack, its infravision on the user for six
buckles eaten away, lies nearby, hours. It can also shed light as a
as does a steel shield that is torch in utter darkness, lasting
magical and has so far avoided for 3 turns before it has to
the rusting power of the recharge for a turn.
monsters: they are happy to
leave it for later, as they have
plenty of iron to eat.
In the pack are 3 days worth of
spoiling rations, a 50' length of
rope, a tinder box and 4
torches, and a bedroll.

Rust Monster (2): AC 7, Mv 120' (40'), HD 5, hps 31, 21, #Ats 1


antennae (rust metal), Sv F3, Ml -1, Al N, XP 200; touch rusts metals:
on a successful hit or if struck, metal weapons and armour immediately
rusts away, magic items lose bonuses one at a time (10% per plus of
avoiding rusting).
ACKS page 191
1.

2.

3.
Skeleton

old abandoned hideout.


A boneyard and junkyard inside an
A sloping pit leads into a cave that will animate to attack
full of discarded junk and piles anyone searching through the
of yellowed bones. A former junk. These wear rusted chain
bandits hideout, abandoned mail and wield axes.
and forgotten. Searching through the Junk
1. Entrance Each turn spent searching has a
This steep slope leads down to a 2-in-6 chance of finding
water-logged ledge that leads something useful or valuable:
into the cave. Inside the foot-
deep water are three skeletons 1d12 Search Finds...
(hps 4, 7, 1) that animate if 1. ...2d4 iron spikes;
disturbed. They are wearing 2. ...1d6 torches;
3. ...1d4 lanterns;
tattered remains of leather 4. ...50' old rope;
armour and clutch rusted 5. ...1d4 daggers;
6. ...1d6 bolts;
swords. 7. ...2d4 arrows;
8. ...1 moonstone (50 gp);
2. Boneyard 9. ...2d20 copper pieces;
The cave floor is nearly covered 10. ...2d12 silver pieces;
by bones, timber, old crates and 11. ...2d10 gold pieces;
12. Roll twice.
barrels. A dozen skeletons are
amongst the bones (hps 4, 4, 6, There is also a battered blue
8, 8, 2, 3, 6, 7, 7, 1, 3), which box that is bigger on the inside,
animate and grab clubs to with numerous rooms and
attack intruders that start corridors branching off like a
searching the cave or follow the maze. The first room has a large
passage to the lower level. mushroom-shaped pedestal,
3. Junkyard festooned with controls: this
A smaller cave holds old tables, contraption enables travel
rotting timbers, crates and four through time and space, but is
more skeletons (hps 4, 7, 8, 7) currently out of power.
Skeleton (19): AC 2, Mv 120' (40'), HD 1, #Ats 1 weapon (1d6), Sv F1,
Ml n/a, Al C, XP 13; undead, immune to charm & sleep.
ACKS page 193
Troll
Trolls have built a village in the • 1,123 cp, 2,224 ep, 4,168 sp &

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:

Troll (30): AC 5, Mv 120' (40'), HD 6+3, #Ats 1 bite, 2 claws (1d10,


1d6/1d6), Sv F6, Ml +2(0), Al C, XP 680; regenerate 3 hps/rd unless by
fire or acid; 0 morale facing fire.
Female trolls (30): AC 4, HD 4+1.
Young trolls (30): AC 3, HD 1.
Champions (7): AC 6, HD 7+3, hps 51.
Witch Doctor (1): AC 6, HD 7+3, hps 51, spells as 1 st level Mage.
Shaman (1): AC 7, HD 8+3, hps 45, +2 damage, spells as 4th level Cleric.
Sub-Chief(1) & Bodyguard (1): AC 7, HD 8+3, hps 45, +2 damage.
Chieftain (1): AC 8, HD 10+6, hps 63, +2 damage, +1 to troll morale.
ACKS page 199
1.

2.

2.

3.

2.
Ugjuknarpak

have begun to gorge themselves.


A cluttered cellar hides the tunnels ofan infestation ofUgjuknarpak who
A cellar of some shop has been chance of the rodents being
broken into by ugjuknarpak. present. Amongst the nests are a
The giant rodents have started scattering of silver coins (2d6
eating the food stores and have from each).
stolen several items of value 3. Bone Pile
that where being kept here. Aside from serving as a
1. Cluttered Cellar dumping ground for waste, this
A collection of crates, barrels, bone pile also houses the
boxes and chests with a pair of following valuables, hidden
wine racks in the middle of the here by the smartest
room. Small tunnels (3' high) ugjuknarpak:
lead into musty darkness. There • 976 silver coins;
is a 2-in-6 chance of a pack of • 4 pouches of saffron, each
ugjuknarpak being present. worth 15 gp;
Amongst the crates are 11 • 1 lapis lazuli (25 gp);
bundles of fur pelts (bear, • 1 quartz (10 gp).
beaver, or fox), worth 15gp
each (3 stone per bundle); 22
bottles of fine wine (5 gp each),
as well as dried and preserved
foods that could keep a man
fed for months.
2. Nests
These raised areas within the
cave network hold the nests of
the ugjuknarpak. There are
eleven of the giant rodents (hps
13, 8, 13, 7, 13, 15, 11, 6, 12,
12, 13, 13), with a 4-in-6
Ugjuknarpak (11): AC 3, Mv 150' (50'), HD 3, #Ats 1 bite (1d6), Sv
F3, Ml +3, Al N, XP 135; grapple and disarm with tail, immune to non-
magical weapons.
New Monster
Ugjuknarpak,
New Monster
Animal weapons cause them no harm,
% in Lair: 25% it takes magic to penetrate that
Dungeon Enc: Nest (3d6) fur.
Wilderness Enc: Nest (3d6) The rodents live in burrows
Alignment: Neutral beneath the earth, venturing
Movement: 150' (50') out to steal food and shiny
Armour Class: 3 objects. Urban living has made
Hit Dice: 3** them greedy and fearless, and
Attacks: 1 bite their nests are often found
Damage: 1d6 underneath cellars and
Save: F3 catacombs, full of bones of
Morale: +3 animals (plus the odd
Treasure Type: B humanoid that strayed into
XP: 135 their lair when the ugjuknarpak
were hungry and desperate) and
Ugjuknarpak are giant rodents shiny coins and gemstones.
about as intelligent as dogs and Typically non-aggressive, the
as cunning as cats. They have
been driven from their natural ugjuknarpak
territory and
will defend their
if desperate and
wilderness haunts to the urban hungry enough will attack
centres of mankind, where creatures larger than
pickings are easy and there are themselves. They are more pest
plenty of places to hide from than predator, often hunted
hunters. due to the objects and valuables
The ugjuknarpak are mouse- they sometimes steal.
like giant rodents with Ugjuknarpak are attracted to
prehensile tails that can
manipulate objects as well as a cities and market towns,
anywhere they can dwell
human's hand. They can also without being seen and have
use their tail to grapple or easy access to a decent source of
disarm opponents (on a food.
successful hit, save vs paralysis to
avoid). The smart rodents can
then use the discarded weapons
with their tails, wielding them
as well as a man.
Their dark, red-toned fur is
hard bristles, sharp and tough.
Weapons have a tendency to
slide off their hides; normal
1.

2.

2.

1.

3.

2.

4.
2.

1.
Vermin:
Giant Rat
These cool, old sewers stretch

trying to make a living.


In the old sewers giant rats scurry and swim, gnawing at poor dredgers
3. Trapped Dredger
under the old town and are
A lone scavenger is trapped
largely disused. Water flows
here, defending herself against 3
through the tunnels, carrying
giant rats (hps 1, 4, 3). She will
debris along that is dredged up
reward rescuers with a porcelain
by scavengers that sell what
chamber pot (300 gp) she has
junk they find to make a living.
just recovered:
These dredgers have had to put
Astrid (dredger, 1): AC 2, Mv 120'
up with an infestation of (40'), HD 2, hps 11, #Ats 1 dagger
vermin, giant rats, that have (1d4), Sv T2, Al N, XP 20.
been forced into the sewers
4. Dredgers
from their old lair in a nearby
On this ledge 3 dredgers are
ruin.
fishing out a crate from the
1. In Flow water, and have already
The water flows in from these retrieved a rusty old chest. The
shafts, carrying debris, waste crate contains 15 bottles offine
and the odd giant rat with it. wine, worth 5gp each (3 stone),
There is a 2-in-6 chance that and the locked chest holds
1d4 dredgers are here, fishing 1,034 sp.
for junk, and a further 2-in-6 Dredgers (3): AC 2, Mv 120' (40'),
HD 1, hps 7, 6, 1, #Ats 1 spear or
chance that 1d4 giant rats are dagger (1d6 or 1d4), Sv F2, Al N,
about to make an appearance. XP 10.

2. Rat Caves
These chambers are where the
giant rats can mostly be found.
Each has 2d4 giant rats
present.

Vermin, Giant Rat (3-12): AC 2, Mv 120' (40') or swim 60' (20'), HD


1d4 hps, #Ats 1 bite (1d3), Sv F1, Ml 0, Al N, XP 5; bite may cause
disease, 5% chance.
ACKS page 201
Wraith
An overgrown ruined hunting who foolishly stopped here to

night, feeding offthe living.


An old ruined lodge with smugglers' cave below. Undead haunt the place at
lodge lies forgotten in some rest a night. The wraiths chased
woods a mile or so from a river them away, leaving these goods
used to transport cargo from behind:
the port to the next city along. • 1 stick ofrare incense, worth 13 gp;
The lodge was used by high- • 4 vials ofrare perfume (1 stone per
born smugglers to transport 100 vials), each worth 100gp;
their contraband, but a viscous • 2 crates of glassware, worth 200gp
attack by the local militia soon each (5 stone each) ;
out an end to them. • 12 bone fetishes & figurines, each
The lodge now lies in ruins, but worth 36 gp;
the dead have not rested easy • Potion ofSpeed;
and the restless souls of the • Scroll of Ward against Elementals.
smugglers haunt the place. In the cave below is an old
There are four wraiths sarcophagus, which was meant
haunting the site, which only to be smuggled out, and is the
come out at night or manifest reason the place is haunted.
in the cave below. They appear Inside are the brittle bones of a
as the sun sets, stepping out of long dead priest, along with a
the following areas like small wooden casket that holds
shadows: a fine wooden flute (200 gp),
1. Statue in courtyard. and a glass goblet (60 gp) with a
sardonyx (75 gp) gem attached.
2. Pool of water.
3. The well. If the bones are buried, the
4. The stairs. wraiths will be laid to rest and
Inside the ruin are some old will not rise at the next sun set.
crates, boxes and jars, that were
left behind by unlucky travellers
Wraith (4): AC 6, Mv 120' (40') or fly 240' (80'), HD 4, hps 24, 18, 19,
26, #Ats 1 touch (1d6), Sv F4, Ml +4, Al C, XP 190; undead, immune to
sleep, hold & charm and mundane weapons, half-damage from silver, full
from magic; touch drains level.
ACKS page 202
4.
5.

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,

abandoned before it was finished.


Below a blocky statue lies an ancient tomb that was
Surrounded by red roses a tall animate to defend their masters in
bronze statue, a cubism area 4.
representation of a warrior, stands
4. Masters' Tombs
on a granite dais. The statue can be
These two tombs hold ornate
pushed on hidden rails to reveal
marble sarcophagi that hold the
stairs leading below.
remains of priests; both will
2. Abandoned Coffins animate as zombies if disturbed
Ten old wooden caskets were just (hps 6, 16) and are buried in yellow
left here when this tomb was robes.
abandoned, unfinished. Most lie in
5. Secret Vault
the adjoining damp caves (seven in
Hidden behind a statue of a
all), three more in the connecting
warrior-priest is a secret door into a
corridor. Each holds the remains of
vault. Inside is a chest, crate and a
loyal workers who helped to build
wax-sealed ceramic jar.
a nearby castle and died doing
their duty. Each corpse is now a The chest holds 976 sp, and several
zombie (hps 6, 6, 10, 15, 12, 2, gems: 1 agate (25 gp), 1 azurite (10
11, 4, 11, 5), connected in death: gp), 1 tiger eye (25 gp), 1 turquoise
any coffins disturbed or the (25 gp).
undead attacked, all ten raise to The crate contains a beautifully
defend their fellows. carved bone comb (17 gp), a brass
3. Acolyte Tombs candelabra (150 gp), and a wrought
These six tombs hold well-crafted silver necklace (200 gp).
sarcophagi, stone, adorned with And the jar holds a bag of loose tea,
symbols of peace after death. Each worth 75 gp (5 stone).
holds a corpse in faded blue robes.
These are also zombies (hps 9, 10,
11, 11, 3, 14), but only raise if
disturbed and are independent of
Zombie (18): AC 1, Mv 60' (20'), HD 2, #Ats 1 fist (1d8), Sv F1, Ml
n/a, Al C, XP 29; undead, immune to poison, charm, hold and sleep;
attack last in combat.
ACKS page 203
DESIGNATION OF PRODUCT IDENTITY
The following is designated as product identity: anything relating to theskyfullofdust.
DESIGNATION OF OPEN GAME CONTENT
All new monsters: Imp (my ACKS version), Jabberling, Queiet Ones, Ugjuknarpak, Xiang Yao, Yeh-Teh.
OPEN GAME LICENSE Version 1.0a
The following text is the property ofWizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc. (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed
Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and
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publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
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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 statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically ifYou fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware 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, such provision shall be
reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins,
Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Adventurer
Conqueror King Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan
Browning.
Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman.
Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and
Mac Golden.
Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor.
Labyrinth LordTM Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel
Proctor.
Ankheg from the Basic Fantasy Field Guide Copyright 2010, Chris Gonnerman and Contributors, based
on original material by Gary Gygax.
Fly, Giant from the Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Gary Gygax.
END OF LICENSE
ADVENTURER CONQUEROR KING PRODUCT IDENTITY LICENSE Version 1.0
Subject to the terms of the Open Game License, above, you may create derivative works based upon the
Adventurer Conqueror King System (this document). However, the Open Game License protects the
Product Identity (explained and detailed above) such that you must have permission from the copyright
holder before you may use any of the listed Product Identity.
You may use certain items of the listed Product Identity under the following conditions:
1. You must comply fully with the Open Game License, version 1.0a, as described above; and
2. The work may not be obscene in nature; in general, any work containing subject matter that would
qualify for an NC-17 movie rating in the United States, or an R rating due to explicit sexual content, is
considered obscene for purposes of this license.
If you comply with the above conditions, you may do either or both of the following:
1. Include the text “Designed for use with the Adventurer Conqueror King System”
2. Use the “ACKS Compatible” logo, provided on the Adventurer Conqueror King System website:
http://www.adventurerconquerorking. com/logo.html
The logo may be resized as needed, but must not be distorted and may not be altered other than to resize
it.
3. Use the product identity elements “Autarch”, “Adventurer Conqueror King”, “Adventurer Conqueror
King System”, and “ACKS” for the purposes of identifying the source of open content which is re-used
from this document and discussing the relationship of the derivative work to this original, subject to the
following terms:
a. Any work making use of these elements must designate these elements as product identity in accordance
with section 1(e) of the Open Game License version 1.0a;
b. Any work making use of these elements must bear a notice declaring the fact that Autarch, Adventurer
Conqueror King, Adventurer Conqueror King System, and ACKS are trademarks of Autarch.
If you wish to use other Product Identity from this work, you must request and receive explicit permission
from the copyright holder.
In any of the above cases where the Adventurer Conqueror King Product Identity is used in your
work, you must also include the Adventurer Conqueror King website address “autarch.co” in that work.
You may place the website address adjacent to the logo and/or name, or you may include it on your title
page, or place it in some other location where any reasonably observant person would expect to find it.
END OF LICENSE

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